Search found 282 matches

by <NO_NAME>
Sun Mar 03, 2019 9:02 pm
Forum: Ideas and Suggestions
Topic: [0.17] Research Queue inherent issue (related to FF#254)
Replies: 3
Views: 700

Re: [0.17] Research Queue inherent issue (related to FF#254)

That bothers me as well, especially that I often play with low volume (I'm listening to something else) and I'm rarely even notice the chime.
by <NO_NAME>
Sat Mar 02, 2019 4:08 pm
Forum: Ideas and Suggestions
Topic: Biter carcasses should fade out
Replies: 4
Views: 660

Re: Biter carcasses should fade out

They fade after some time.

They are quite useful to point the places when you need to invest more in your defenses.
by <NO_NAME>
Sat Mar 02, 2019 11:07 am
Forum: Not a bug
Topic: [0.16.51] Silent crash at startup after switching back from 0.17.4
Replies: 2
Views: 320

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

I played a while on version 0.17 and now I switched back to 0.16.51 to check something bug the game won't start. factorio-current.log The problem seem to have something to do with mods. I've removed the folder "mods" and now the game is starting properly. Although, all mods was disabled be...
by <NO_NAME>
Sat Mar 02, 2019 12:47 am
Forum: Translations
Topic: (PL) Projekt tłumaczenie modów
Replies: 8
Views: 5632

Re: (PL) Projekt tłumaczenie modów

Jak będę się nudził, to może przetłumaczę moje mody ;-)
by <NO_NAME>
Fri Mar 01, 2019 2:15 pm
Forum: Ideas and Suggestions
Topic: Hotbar Quickcrafting
Replies: 40
Views: 5828

Re: Hotbar Quickcrafting

Situation from yesterday. I'm placing some rails and it turns out that I will require 3 more power poles and 5 more signals to finish it. You cannot plan for such situations. Don't you think that "cannot" is a bit too strong as a statement? (Should be in the base game IMHO.) Try to use th...
by <NO_NAME>
Fri Mar 01, 2019 12:44 pm
Forum: Ideas and Suggestions
Topic: Hotbar Quickcrafting
Replies: 40
Views: 5828

Re: Hotbar Quickcrafting

It's mapped to Alt+1/2/3 for 1/5/10 items in Hotcraft. And Q when hovering over an entity. HotCraft (and HandyHands ) are awesome, but perhaps a bit too much . Remember that Factorio is a game about automation, you're supposed to have those items built for you by your factory... especially now, whe...
by <NO_NAME>
Fri Mar 01, 2019 11:13 am
Forum: Ideas and Suggestions
Topic: Hotbar Quickcrafting
Replies: 40
Views: 5828

Re: Hotbar Quickcrafting

Just to get it straight.
I don't vote to remove the option to have ghost hand. It's really neat to have that.
I would like to have an option to craft items from hotbar in addition to ghost hand. E.g. Shift-click to craft an item.
by <NO_NAME>
Fri Mar 01, 2019 8:51 am
Forum: Ideas and Suggestions
Topic: Remove, or make scalable, burner miners/inserters
Replies: 6
Views: 920

Re: Remove, or make scalable, burner miners/inserters

Burner inserters are still useful in late-game to put coal into boilers. It allows to automatically resume power production after temporary coal shortage.
by <NO_NAME>
Fri Mar 01, 2019 8:48 am
Forum: Ideas and Suggestions
Topic: "Cancel" on research sounds like the progress will be lost
Replies: 8
Views: 1045

Re: "Cancel" on research sounds like the progress will be lost

"Pause" or "Postpone" would be much better that "Cancel".
by <NO_NAME>
Fri Mar 01, 2019 8:46 am
Forum: Ideas and Suggestions
Topic: Automatically switch from ghost to real item (in hand) when one becomes available
Replies: 5
Views: 924

Re: Automatically switch from ghost to real item (in hand) when one becomes available

Definitely this.

It's especially annoying when you are placing something which is currently in your build queue. You have to be constantly aware of number of items you have in the hand because if you place the last one, you have to drop the ghost go to your inventory/quickbar and select it again.
by <NO_NAME>
Fri Mar 01, 2019 8:34 am
Forum: Ideas and Suggestions
Topic: Hotbar Quickcrafting
Replies: 40
Views: 5828

Re: Hotbar Quickcrafting

10/10 - would use constantly.
by <NO_NAME>
Fri Mar 01, 2019 8:32 am
Forum: Ideas and Suggestions
Topic: Quick insert exact number of items
Replies: 10
Views: 1395

Re: Quick insert exact number of items

That would be really useful, especially in early game.
by <NO_NAME>
Tue Feb 26, 2019 7:29 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 219063

Re: Version 0.17.0

Do you think my boss would notice if I don't go to work this week?
by <NO_NAME>
Mon Feb 25, 2019 4:23 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 110540

Re: Friday Facts #283 - Prepare to Launch

Ah those were the days! I remember making my first flamethrower, and making my husband come play so I could show him how it worked, because as we all know flamethrowers are really cool... And then I, well you see, I sort of... set the forest on fire... and then we couldn't run back to the base quic...
by <NO_NAME>
Sat Feb 23, 2019 1:25 pm
Forum: Mod portal Discussion
Topic: Mod portal doesn't show the gallery when there is only one image
Replies: 2
Views: 550

Re: Mod portal doesn't show the gallery when there is only one image

Couldn't you make a rule that the legacy behavior is used only when an image from the gallery is used as thumbnail.
You already have ways to check it so it should be a matter of adding one condition.
by <NO_NAME>
Sat Feb 23, 2019 12:03 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 110540

Re: Friday Facts #283 - Prepare to Launch

BlueTemplar wrote:
Sat Feb 23, 2019 11:44 am
factorio_2018-11-17_16-25-43.png
Argh! My eyes! What monster places pavement under ores? And how is this even possible?!
by <NO_NAME>
Sat Feb 23, 2019 1:14 am
Forum: Mod portal Discussion
Topic: Mod portal doesn't show the gallery when there is only one image
Replies: 2
Views: 550

Mod portal doesn't show the gallery when there is only one image

Todays FFF explained how to add a thumbnail to a mod file so of course I've immediately updated all my mods and removed thumbnails from galleries on the mod portal. While thumbnails are still showed correctly, one of my galleries is now invisible to players. I suspect that the mod portal assumes th...
by <NO_NAME>
Fri Feb 22, 2019 11:21 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 110540

Re: Friday Facts #283 - Prepare to Launch

When the rocket is inside the silo, it is very brightly lighten in comparison to the interior of the silo. Moreover, silo doors don't cast a shadow.
These two things combined destroy the impression that the rocket is really inside.
by <NO_NAME>
Fri Feb 22, 2019 10:46 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 110540

Re: Friday Facts #283 - Prepare to Launch

Hype train has no brakes!

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