Search found 100 matches
- Sun Jul 10, 2016 5:47 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Mod Launcher
- Replies: 6
- Views: 3898
Re: [0.13] Mod Launcher
Although a formal interface would be nice, they may also be drawbacks Currently there are a few options you can implement manually to configure which mods are used pre-launch. I can imagine a number of people out there already use at least one of these options. As already recommended, You can instal...
- Sun Jul 10, 2016 3:46 am
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 98951
Re: Fight
Like mentioned, this isnt the best place to write this but in response to the last two comments: I very much agree, the biters and spitters have always seemed kind of boring - even their names are generic. And although they dont have to be a big part of the game (there is so much to do without them ...
- Sat Jul 09, 2016 1:21 am
- Forum: Ideas and Suggestions
- Topic: [0.13.x] Train Schedule improvement - Fuel display summary
- Replies: 3
- Views: 1127
Re: [0.13.x] Train Schedule improvement - Fuel display summary
Both great points. A lot of information could be derived from the amount of fuel remaining. eg [Fuel = 1652MJ] - Mouseover to get detailed stats.. [Refuel in 321 km / 5:31hs. Fuel storage at 51% capacity] But due to schedules not being locomotive dependent, I think it would make sense to include add...
- Thu Jul 07, 2016 5:10 pm
- Forum: Not a bug
- Topic: [0.13.x] Ghost placement priority
- Replies: 1
- Views: 885
[0.13.x] Ghost placement priority
I think this is a bug - although not exactly a critical one. Placing an initial ghost maintains a priority over later ghosts that might overwrite the same tiles. This is most easily demonstrable through floor tiles. 1. Starting setup 2. New floor tiles are ghost-placed. Though there are not enough t...
- Thu Jul 07, 2016 3:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.x][Oxyd] Auto-save error
- Replies: 5
- Views: 3053
Re: [0.13.x][Oxyd] Auto-save error
It happened in both instances.
- Thu Jul 07, 2016 2:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.x][Oxyd] Auto-save error
- Replies: 5
- Views: 3053
Re: [0.13.x][Oxyd] Auto-save error
Ok, thanks. Never had a problem previously to 0.13 update. Maybe its something that was changed in 0.13 (perhaps a new bug or changed code triggering my antivirus)? Incase relivant - I've had it happen when using the default windows user dir and now after switching to manual install with save dir in...
- Thu Jul 07, 2016 2:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.x][Oxyd] Auto-save error
- Replies: 5
- Views: 3053
[0.13.x][Oxyd] Auto-save error
Unsure why this pops up. Additionally, its been really random.
Wondering if it was related to an autosave from 0.12 preventing this somehow? Have manually deleted all autosaves and will report back if continues to happen. Hasnt had any obvious impact.
Wondering if it was related to an autosave from 0.12 preventing this somehow? Have manually deleted all autosaves and will report back if continues to happen. Hasnt had any obvious impact.
- Thu Jul 07, 2016 2:25 pm
- Forum: Ideas and Suggestions
- Topic: [0.13.x] Train Schedule improvement - Fuel display summary
- Replies: 3
- Views: 1127
[0.13.x] Train Schedule improvement - Fuel display summary
Now with the great new Train Schedule window/system, it would be great to show a fuel status summary added to the new train schedule. In the past its always been a two step process which meant I rarely checked it--until it was empty. The Gauge Level if low could change icon colour or the level could...
- Thu Jul 07, 2016 2:24 pm
- Forum: Ideas and Suggestions
- Topic: [0.13.x] Train Schedule - Cargo-always display
- Replies: 0
- Views: 618
[0.13.x] Train Schedule - Cargo-always display
When clicking a Train Schedule, if in a specific proximity to a locomotive, the schedule also displays the Cargo button. But the proximity correlation isnt initially obvious since now accessing a train schedule can be done from anywhere on the map. Thus for better clarity, I would like to suggest to...
- Wed Jul 06, 2016 3:09 pm
- Forum: Releases
- Topic: Version 0.13.5
- Replies: 41
- Views: 27080
Re: Version 0.13.5
Thanks very much solntcev, this makes a lot more sense though wouldnt have guessed. Cheers!solntcev wrote:You can use archive version instead of installer one, it will store config and save in app directory. If you leave 0.13 in steam and use separate 0.12 install, it will allow you to still receive achievements.
- Wed Jul 06, 2016 2:03 pm
- Forum: Releases
- Topic: Version 0.13.5
- Replies: 41
- Views: 27080
Re: Version 0.13.5
An interesting solution for those wanting to switch between 0.13 and 0.12 with minimal effort. I bought through steam originally which I wanted to keep stable to use with older saves but also really wanted to test 0.13... So created an account on factorio.com which allowed access to download that ex...
- Tue Jul 05, 2016 7:24 pm
- Forum: Ideas and Suggestions
- Topic: Moving and transporting full chests
- Replies: 9
- Views: 5299
Re: Moving and transporting full chests
Great idea, this would be perfect as a mod I can imagine. I know there are a few out there that compress/convert many items into new, individual items for transport or just for compacting space (larger stacks) in the players inventory.
- Tue Jul 05, 2016 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Make it more intuitive to disconnect wires/cables ...
- Replies: 5
- Views: 1521
Re: Make it more intuitive to disconnect things ...
Was just to post a new thread on this before I found this one... I was aware of the ability to disconnect circuit wire for some time, its still a pain though if you have a lot of items/wire connected. Just like mentioned, there needs to be a shortcut to remove all wires (IMO) from the item selected,...
- Tue Jul 05, 2016 6:33 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Map view - clean up interface
- Replies: 0
- Views: 608
[0.13] Map view - clean up interface
There are a number of portions of the main interface still visible in the map view, hiding the inventory quickbar, weapons/suit slots and the mini map would make sense to simplify the map layout - at the very least, the first two! Optionally, the mini map could be used like the mini info view in pho...
- Tue Jul 05, 2016 3:30 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Personal Logistics Network Requests slider
- Replies: 0
- Views: 522
[0.13] Personal Logistics Network Requests slider
Personal Logistics Network Requests should not be fullfilled until the players courser is in state:mouseup after using the item numbers slider. Otherwise overdragging will result result in large amounts of items that player doesnt need.
- Tue Jul 05, 2016 2:45 pm
- Forum: Technical Help
- Topic: Slow startup/loading time ?
- Replies: 9
- Views: 17833
Re: Slow start time ?
...Then I tested with option video memory = all (instead of high) and it seems to correct the problem. Back to a loading time of 10 sec... This solved the game loading very slowly for me. Not sure how typical this problem is but I would recommend it be saved under an FAQ elsewhere until this issue ...
- Tue Jul 05, 2016 3:56 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Idea - Bio-Domes
- Replies: 2
- Views: 2414
Re: Mod Idea - Bio-Domes
As I noticed there wasnt much support for this suggestion at least in terms of how many responses it received, I wanted to make sure I posted to put my support behind this as well. I'm really really hoping that some of it is planned, it sure would be wonderful to extend the impressiveness of the gam...
- Mon Jul 04, 2016 11:31 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal - misc issues
- Replies: 2
- Views: 1461
Re: Mod Portal - misc issues
Quick question, how does one Rate mods, now? I see rated text but no method to rate. (Perhaps an incomplete feature?) Would love to up-rate/vote some of these mods as well as favouriting them now they are being upgraded to 0.13.. which could possibly replace my bookmarking solution above. Not sure w...
- Mon Jul 04, 2016 11:15 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal - misc issues
- Replies: 2
- Views: 1461
Mod Portal - misc issues
So far I have encountered two issues on the mod portal page while using a browser. Since there really isnt a section for posting about the mod portal, I hope posting like this, is ok. Feel free to move/manage as needed. Portal site Mod profile page Bug When clicking to view a screenshot/image attach...
- Mon Jul 04, 2016 6:42 pm
- Forum: Releases
- Topic: Version 0.13.4
- Replies: 43
- Views: 30656
Re: Version 0.13.4
EDIT *moved to new topic under bugs as found other issues on the mod portal*