Search found 282 matches

by <NO_NAME>
Sat May 18, 2019 11:08 am
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 23070

Re: Friday Facts #295 - New design for the chemical plant

It looks like something that would instantly lure all enemies from the map after being turned on. Maximum pollution after 5 seconds.
by <NO_NAME>
Wed May 15, 2019 4:45 pm
Forum: Modding help
Topic: How to detect change of startup mod settings
Replies: 2
Views: 477

Re: How to detect change of startup mod settings

Thanks! mod_startup_settings_changed works.
It's bad that it doesn't tell you which setting has changed, though. Only some of them require recharting the map.
by <NO_NAME>
Wed May 15, 2019 4:04 pm
Forum: Modding help
Topic: How to detect change of startup mod settings
Replies: 2
Views: 477

How to detect change of startup mod settings

I need to check if startup settings of my mod were changed since the last save. My mod changes some colors on the map preview and I need to call game.forces.player.rechart() if settings were changed. Event on_runtime_mod_setting_changed doesn't seem to be triggered in this situation and I cannot fin...
by <NO_NAME>
Fri May 03, 2019 4:39 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 35373

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

glee8e wrote:
Fri May 03, 2019 4:35 pm
So I guess there will (hopefully) be no 0.19?
Year 2050: Factorio is still early access, version 0.58. Players are still hyped.
by <NO_NAME>
Sat Apr 27, 2019 7:49 pm
Forum: News
Topic: Friday Facts #292 - Inching closer to stable
Replies: 41
Views: 15616

Re: Friday Facts #292 - Inching closer to stable

I really think player AI in this game should be nerfed. The game is just broken right now, balance-wise. I mean, how this move with building 3D engine is even legal? How am I supposed to compete with that?
by <NO_NAME>
Sun Apr 07, 2019 9:51 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 36417

Re: Friday Facts #289 - Character GUI

I have written specifically about "people complaining that the new UI looks bad". That's not the same. Regardless of the rest of it you are telling the developers they shouldn't listen to people who disagree with you simply because they have a different view of things than you. That's a r...
by <NO_NAME>
Sun Apr 07, 2019 8:21 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 36417

Re: Friday Facts #289 - Character GUI

Game is not only for youngs, healthy guys. Yeah, it's also for young(ish) unhealthy people, lol. But seriously, people who try to say "hey, don't listen to this group at all, totally disregard their needs because I like the way it is!!" when it's completely possible to satisfy that group ...
by <NO_NAME>
Sat Apr 06, 2019 7:01 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 36417

Re: Friday Facts #289 - Character GUI

Please, do not listen to people complaining that the new UI looks bad. It look awesome IMO. I love the dark. I think this is a step in the right direction but there is one big problem with this tabbed concept: where is the indication when I trash something and more generally why do I need another cl...
by <NO_NAME>
Fri Apr 05, 2019 10:04 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 36417

Re: Friday Facts #289 - Character GUI

Wow, a lot of really good changes. Good work! I especially like the personal logistics GUI. It cures all the pain in the ass I had with the old version. You could use a yellow-red gradient for the situation when robots are on the way, but there isn't enough in the logistic network. The only concern ...
by <NO_NAME>
Fri Apr 05, 2019 7:31 am
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 33957

Re: Blueprints: Mirror/flip

PacifyerGrey wrote:
Wed Apr 03, 2019 8:47 pm
steinio wrote:
Fri Mar 29, 2019 4:01 pm
Why not just disabling flipping at blueprints including non flippable entities.
BOOM
This ^^
It is that easy!
by <NO_NAME>
Tue Mar 26, 2019 5:32 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3708
Views: 742100

Re: Bugs & FAQ

Hi! It looks like the new version hasn't set path to HR textures of particles. Here's some context. I guess it wasn't intended because before the update there weren't any HR textures missing.
by <NO_NAME>
Mon Mar 18, 2019 11:09 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Better item/ghost handling with new toolbar
Replies: 1
Views: 374

Re: [0.17.x] Better item/ghost handling with new toolbar

I like the second solution. It would also prevent form placing ghost by accident which is annoying when you don't have robots yet.
by <NO_NAME>
Mon Mar 18, 2019 11:06 pm
Forum: Ideas and Suggestions
Topic: Idea: Biters attracted to light
Replies: 4
Views: 640

Re: Idea: Biters attracted to light

As if players didn't already disregard iluminating their bases.
A lot of people just running around they base wearing night vision like some kind of afraid of light techno-vampires.
by <NO_NAME>
Mon Mar 18, 2019 4:00 pm
Forum: Ideas and Suggestions
Topic: SI units in numeric inputs
Replies: 1
Views: 392

Re: SI units in numeric inputs

It would be handy.
by <NO_NAME>
Fri Mar 15, 2019 2:15 pm
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 95
Views: 25732

Re: Local power connector module for modular armor

I'm waiting for this feature since forever.
by <NO_NAME>
Thu Mar 07, 2019 12:58 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Hotkeys
Replies: 3
Views: 629

Re: [0.17.x] Hotkeys

Well, they have written "Each tool will have it's own keyboard shortcut, so the tool bar will also teach players about these shortcuts through tooltips, hopefully to the point where they no longer need the tool bar." here.
Clearly a bug if there really is no hotkeys. (I didn't check.)
by <NO_NAME>
Wed Mar 06, 2019 1:57 pm
Forum: Not a bug
Topic: [0.16.51] Silent crash at startup after switching back from 0.17.4
Replies: 2
Views: 320

Re: [0.16.51] Silent crash at startup after switching back from 0.17.4

I would still call it a bug.
If there is some problem with processing mods, there should be a message for the user that explains that.
Game closing itself right after it is started, without any kind of information, isn't something I would call correct.
by <NO_NAME>
Mon Mar 04, 2019 10:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.5] Random crash
Replies: 1
Views: 245

[0.17.5] Random crash

I cannot tell much about this. It's just crashed without any apparent reason. I tried to load the autosave and do more or less the same but I couldn't reproduce it. I don't have any mods enabled and I've played on this save only in version 0.17.x. (map created around 0.17.1) factorio-current.log _au...
by <NO_NAME>
Mon Mar 04, 2019 4:45 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 127
Views: 23049

Re: Roboports should output missing materials to circuit network

Say you build a new mining outpost. You build the train line, add the train stop, add the roboport and release some construction bots. Now you blueprint the electric miners, power poles, belts, walls, gates, flame turrets, laser turrets as suitable for the ore deposit in question. Every deposit wil...
by <NO_NAME>
Mon Mar 04, 2019 1:27 am
Forum: Ideas and Suggestions
Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
Replies: 31
Views: 3870

Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research

Many people use power armor with personal roboports as a construction suit. Isn't this what modular armour is for? Not really. You cannot put to it fusion reactor and roboport at the same time. Personal roboport is almost unusable without the reactor. On the other hand, power armor MK1 is usually s...

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