Search found 150 matches
- Thu Dec 21, 2017 6:08 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 104480
Re: 0.16 Map generation Feedback
I don't like the new map gen. I liked to play in a map with large body of water and large landmass now it's impossible to have. I tried for 2 hours to get a good map, tried a few settings and allways get same result. water : very low & very large = water world with small corridor of land get wor...
- Mon Sep 18, 2017 6:22 am
- Forum: Ideas and Suggestions
- Topic: Pause multiplayer game for first logon / Reduce catch-up time for (first) logon/other players by pausing
- Replies: 11
- Views: 5691
Re: Pause multiplayer game for first logon
A big guest is about simplicity and because internet is unreliable. What happens when you are not alone to connect at the same time? There is no guarante the first to connect to the server will be the first to finish downloading the game! Then you'll need an "ignition" command to let know ...
- Sun Aug 06, 2017 9:39 am
- Forum: Pending
- Topic: [0.15.31]mod nuclear train transport
- Replies: 5
- Views: 2240
Re: [0.15.31]mod nuclear train transport
The fuel tab doesn't show if you're not within range of the train to interact with it. That part is working correctly. It's good, so the train move faster than you while inside? The faster the train goes farther he goes from middle of the screen and at some point out of range. --- I did more test o...
- Fri Aug 04, 2017 7:41 am
- Forum: Pending
- Topic: [0.15.31]mod nuclear train transport
- Replies: 5
- Views: 2240
Re: [0.15.31]mod nuclear train transport
I disable all mods to be sure it's not cause by interaction with other mods. Here the mod I made + save game I used to test it. 1- Fuel tab disappearing from train panel at "ludicrous speed" not sure but I think fuel are not consumed when fuel tab are not there. image of fuel tab absent ht...
- Thu Aug 03, 2017 8:47 am
- Forum: Pending
- Topic: [0.15.31]mod nuclear train transport
- Replies: 5
- Views: 2240
[0.15.31]mod nuclear train transport
Not sure if specific to nuclear only but at insane speed for train the tab for fuel disapear when train go over 1814km/h. I even be able to crash the game. Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tmp\factorio-8dnsk7\libraries\stackwalker\stackwalker.cpp (923):...
- Fri May 19, 2017 6:24 am
- Forum: General discussion
- Topic: Trains how they Work and Waiting Conditions.
- Replies: 5
- Views: 1874
Re: Trains how they Work and Waiting Conditions.
If all you want is a large storage yard, train stacker with signal should do the trick.
- Fri May 12, 2017 5:25 am
- Forum: Ideas and Suggestions
- Topic: Disable dense forest starting zone
- Replies: 6
- Views: 1968
Re: Disable dense forest starting zone
That exactly what I wish for, or at least do not place forest over ressource in starting area.thereaverofdarkness wrote:It would be nice to have forests a bit less thick maybe, or have the starting area be less densely forested.
- Thu May 11, 2017 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Disable dense forest starting zone
- Replies: 6
- Views: 1968
Re: Disable dense forest starting zone
Regenerate the map a few times until you find one you like? At least it keeps any custom settings, so this is quick to do. It's allready something I do. With v0.15 it take triple the number of attempts to find a good map as it's no longer the case of having all required ressource near the start poi...
- Thu May 11, 2017 6:32 am
- Forum: Ideas and Suggestions
- Topic: Disable dense forest starting zone
- Replies: 6
- Views: 1968
Disable dense forest starting zone
Would be nice to have option to allow or not having dense forest in the starting area. It's annoying and a waste of time to cut tree to have access to ressource under it. Since v0.15 forest are everywhere and dense forest have high tendency to be over ressource. The usefullness of tree are quickly o...
- Wed Apr 19, 2017 10:33 am
- Forum: Ideas and Suggestions
- Topic: Equipment maintainance
- Replies: 2
- Views: 1035
Re: Equipment maintainance
The idea seem more tedious than challenging. Nothing challenging in micro-managing everything in a game untill you reach robot. After robot nothing difficult in that, at most it's another way of ressource sink. In my opinion. Something similar exist in mod Wear and Tear : https://mods.factorio.com/m...
- Mon Apr 17, 2017 3:08 am
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 29549
Re: Do not pause game when looking at research in single player
Then load your game into multiplayer mode. Unset visibility public and set a password. You will trick the game you are not in singleplayer and the game will not stop when you open research panel.
- Tue Mar 28, 2017 11:07 am
- Forum: Ideas and Suggestions
- Topic: [SERVER] Protection vs Griefer
- Replies: 29
- Views: 10345
Re: [SERVER] Protection vs Griefer
You mix together the multiplayers game ( private and public ). Still what I said is valid private game should not suffer from public game. I did not say it's impossible. What I say is you should put your energy on modding community instead. https://forums.factorio.com/viewforum.php?f=33 In my opinio...
- Tue Mar 28, 2017 7:53 am
- Forum: Ideas and Suggestions
- Topic: [SERVER] Protection vs Griefer
- Replies: 29
- Views: 10345
Re: [SERVER] Protection vs Griefer
the problem with autosave is .. even when you save 288 times each 5 minute... ( a lot of pain ) the server will need enough harddisk. doesnt matter! but after 288 savegames it starts from savegame no1 . so a server running 24/7 can only be secured 24 hours! and then please explain me HOW to find th...
- Mon Mar 27, 2017 6:47 pm
- Forum: Ideas and Suggestions
- Topic: Grief tracking: Bare ground reports item removal
- Replies: 18
- Views: 4228
Re: Grief tracking: Bare ground reports item removal
With factorio this can take gigantic size fast. Let assume each line in database take only 20 bytes and we blueprint a 1000x1000 tiles. With only one click I'll write 1 000 000 lines that take 20 MB. I'll just have to delete the same blueprint I just created to double that amount in less than 1min. ...
- Mon Mar 27, 2017 1:20 pm
- Forum: Ideas and Suggestions
- Topic: Start combinator operand entry window text focus at op value
- Replies: 11
- Views: 3287
Re: Set keyboard focus for constant value input
+1 With constant combinator after you choose an item the focus should be set automaticaly on the value text. Then we can directly enter the value we want with numpad or use the dragNdrop scroll. One less click is QoL.
- Mon Mar 27, 2017 12:50 pm
- Forum: Ideas and Suggestions
- Topic: Start combinator operand entry window text focus at op value
- Replies: 11
- Views: 3287
Re: Set keyboard focus for constant value input
More seriously I think you should think about using blueprint to copy combinator. I'm sure DaveMcW didn't input one by one every combinator in his movie player : https://www.youtube.com/watch?v=mgfwwqwxdxY DaveMcW didn't use blueprints, he used a script (available on github) to convert the movie fi...
- Mon Mar 27, 2017 11:17 am
- Forum: Ideas and Suggestions
- Topic: Start combinator operand entry window text focus at op value
- Replies: 11
- Views: 3287
Re: Set keyboard focus for constant value input
More seriously I think you should think about using blueprint to copy combinator.
I'm sure DaveMcW didn't input one by one every combinator in his movie player : https://www.youtube.com/watch?v=mgfwwqwxdxY
I'm sure DaveMcW didn't input one by one every combinator in his movie player : https://www.youtube.com/watch?v=mgfwwqwxdxY
- Mon Mar 27, 2017 11:05 am
- Forum: Ideas and Suggestions
- Topic: Start combinator operand entry window text focus at op value
- Replies: 11
- Views: 3287
Re: Set keyboard focus for constant value input
Currently in game
- Enter info in one combinator
- Shift+Right click ( Copy ) on that combinator
- Shift+Left click ( Paste ) on every other combinator
I think he want something completely different. That what he want!
- Enter info in one combinator
- Shift+Right click ( Copy ) on that combinator
- Shift+Left click ( Paste ) on every other combinator
I think he want something completely different. That what he want!
- Thu Mar 23, 2017 10:45 am
- Forum: Ideas and Suggestions
- Topic: Vote to Kick/Ban
- Replies: 91
- Views: 23622
Re: How to deal with griefers
A player joins a server and has a number assigned to them, normal users are say 10. Anything this player builds will be flagged as level 10 (lowest possible). A regular then joins the server and this person has a user level of 5 (it's set in the servers config). User level 5 can deconstruct anythin...
- Tue Mar 21, 2017 7:44 am
- Forum: Ideas and Suggestions
- Topic: [SERVER] Protection vs Griefer
- Replies: 29
- Views: 10345
Re: [SERVER] Protection vs Griefer
You can also simply reduce the delay between saves like 10 min and rotate over 6 files saves. You'll be able to roll back up to 1 hour at 10 min interval.