Search found 584 matches
- Thu Jul 25, 2019 3:36 am
- Forum: Balancing
- Topic: Balance of Marathon Death world
- Replies: 32
- Views: 11904
Re: Balance of Marathon Death world
Koub has it right: Build Slowly! You need to keep your pollution from hitting the biter nests as much as possible. Once you have some damage & shooting speed upgrades under your belt then attack the nests. Don't attack them yourself as turrets do more damage. Don't let your turrets die, repair t...
- Sat Jun 22, 2019 7:44 am
- Forum: Outdated/Not implemented
- Topic: Respect Windows Storage Paths
- Replies: 34
- Views: 10770
Re: Respect Windows Storage Paths
As for why: I don't consider it worth breaking every single piece of documentation, every single persons remembered location, every single script, and possibly more for what is an extreme edge case issue. The *massive* majority of players do not care or even know where Factorio stores save files/co...
- Sun Jun 09, 2019 2:17 pm
- Forum: Outdated/Not implemented
- Topic: Respect Windows Storage Paths
- Replies: 34
- Views: 10770
Re: Respect Windows Storage Paths
"How" is described in config-path.cfg No, what you have posted is about the auto-generated config file that is placed in the /config directory. The true and false flag described is a setting that the developers use to create both the installer files (the .msi and steam versions) and the s...
- Sun Jun 09, 2019 6:20 am
- Forum: Not a bug
- Topic: [0.17.47] "Killing" Rocks Only Drops Stone
- Replies: 5
- Views: 1479
Re: [0.17.47] "Killing" Rocks Only Drops Stone
If you don't have a reason why it is one way but you have a reason for it to be another way, why not make it that other way?
- Sun Jun 09, 2019 5:54 am
- Forum: Pending
- Topic: [0.17.46] Strange jumping or flashing belt graphics
- Replies: 5
- Views: 1728
Re: Strange jumping or flashing belt graphics
I see it as well. It's like one of those illusion tests, you don't see it where you are directly looking but you see it everywhere else. Wouldn't say that it's annoying, but it is quite off-putting. Example of one such illusion: https://en.wikipedia.org/wiki/Grid_illusion#/media/File:Grid_illusion.s...
- Sun Jun 09, 2019 5:45 am
- Forum: Outdated/Not implemented
- Topic: Respect Windows Storage Paths
- Replies: 34
- Views: 10770
Re: Respect Windows Storage Paths
You can set this in the config `write-data=C:/users/saves` Hi, I have been trying to do this for such a long time but I can't do it. Can you please show me what the "write-data" path would be so that it uses a users "save game" directory in Windows? Hell, even their "My Doc...
- Sat Jun 08, 2019 12:19 am
- Forum: General discussion
- Topic: Manipulating logistics network values not possible?
- Replies: 2
- Views: 1264
Re: Manipulating logistics network values not possible?
Hi, Yes the logistics network is read only. The wireless transmission of the logistics network is only there to allow you to act based on the current content of the network and not the required content of the network. The only way that is possible to achieve what you want to achieve is to hook every...
- Tue Jun 04, 2019 1:33 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 267228
Re: [0.17+] Space Exploration WIP
Hi, As mentioned on Discord, the condenser turbines in the setup are stuck at 99.9 steam and won't produce power. I have tried lifting up and putting down the turbines by hand when they have stopped and they end up running for a few cycles before stopping. The number of cycles before stalling is ind...
- Tue Jun 04, 2019 1:19 am
- Forum: Ideas and Suggestions
- Topic: Always capture trainstop names in blueprints
- Replies: 22
- Views: 7310
Re: Always capture trainstop names in blueprints
Dunno. If you flip the default then *everyone else* suddenly has to remember to uncheck the box when they're designing a generic load/unload station I agree that it would be slightly more annoying for those that are used to the current behaviour, but keep in mind that those that make the mistake un...
- Wed Apr 17, 2019 12:21 am
- Forum: Resolved Problems and Bugs
- Topic: Keybinding issues (when remapping keys in OS)
- Replies: 33
- Views: 15374
Re: Keybinding issues (when remapping keys in OS)
Thank you!
Factorio has been unplayable without ctrl-caps swapping (literally... I can't bend my wrist in that way to get to the ctrl key without it hurting after 20 minutes). Can't wait to do a new play through!
Factorio has been unplayable without ctrl-caps swapping (literally... I can't bend my wrist in that way to get to the ctrl key without it hurting after 20 minutes). Can't wait to do a new play through!
- Sat Apr 06, 2019 6:20 am
- Forum: Ideas and Suggestions
- Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
- Replies: 44
- Views: 11036
Re: Please Bring Back Chests and Power Poles as Sources of Fuel
Personally I like the change. Allows me to use ctrl+click to refuel buildings as previously it would prefer to put wooden chests in. I find this helps during the early game where I am using wooden chests and manually fueling miners & smelters. I also don't burn wooden chests as they are the easi...
- Thu Apr 04, 2019 1:33 am
- Forum: Not a bug
- Topic: Set Recipes On Assemblers Even When Recipe Is Not Researched Yet
- Replies: 17
- Views: 5155
Re: Set Recipes On Assemblers Even When Recipe Is Not Researched Yet
Also for my mall I use constant combinators to set the amount they should produce. If I stamp over it again it resets the combinators to the values in the blueprint. So I have to remember to delete the combinators before placing it down again. When you go to stamp the blueprint again open it up and...
- Fri Mar 08, 2019 7:29 am
- Forum: Ideas and Suggestions
- Topic: [17.x] make "autoghostmode" just temporarily
- Replies: 5
- Views: 1929
Re: [17.x] make "autoghostmode" just temporarily
+1
Always consume inventory items when possible (unless shift is involved).
Always consume inventory items when possible (unless shift is involved).
- Fri Mar 08, 2019 7:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] --generate-tile-properties-csv not working
- Replies: 6
- Views: 1946
Re: [0.17.2] --generate-tile-properties-csv not working
Yeah, I'm fluent in python and not lua lua is pretty simple, especially as you already have one language under your belt. I would agree that running the binary for your scripts would be a pain, but you can get a mod to generate any sort of data you want from the map - no need to use images. Just ou...
- Wed Mar 06, 2019 10:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] --generate-tile-properties-csv not working
- Replies: 6
- Views: 1946
Re: [0.17.2] --generate-tile-properties-csv not working
Is there any reason why you can't write your logic in LUA and make it a mod?
- Wed Mar 06, 2019 12:55 am
- Forum: Ideas and Suggestions
- Topic: Don't show toolbelt filter menu when empty slot is clicked
- Replies: 1
- Views: 673
Don't show toolbelt filter menu when empty slot is clicked
Hi, There does not seem to be a way to disable the item selection menu appearing when you click an empty toobelt slot: Toolbelt Menu.jpg Having this menu pop up when you miss click can be disastrous when you are battling biters and a minor annoyance when building. We already have multiple ways of cr...
- Wed Mar 06, 2019 12:34 am
- Forum: Won't fix.
- Topic: [0.17.6] Items not moving on belt
- Replies: 4
- Views: 2761
Re: [0.17.6] Items not moving on belt
Hi,
Is there a console command that we can run that would touch all the belts for us? for example, does disabling then enabling the entities fix the issue?
Is there a console command that we can run that would touch all the belts for us? for example, does disabling then enabling the entities fix the issue?
- Wed Mar 06, 2019 12:13 am
- Forum: Ideas and Suggestions
- Topic: Wires on belt don't stop the belt
- Replies: 10
- Views: 2888
- Tue Mar 05, 2019 5:27 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.4] Inconsistent window title bar textures
- Replies: 4
- Views: 2758
Re: Inconsistent window title bar textures
Here is the revival notification window
I haven't played through the campaign again to get a screen shot of the "Research Complete" window, but I did notice that the Objective window has the drag able texture implying that it should be drag able.
- Tue Mar 05, 2019 4:55 am
- Forum: Not a bug
- Topic: [0.17.5] Blueprinted Trains do not remember Automatic mode
- Replies: 4
- Views: 1392
Re: [0.17.5] Blueprinted Trains do not remember Automatic mode
Agreed. It would be a nice feature, but I doubt it is a bug as it would require additional logic to keep the train stationary while it's being built.