Search found 207 matches

by Harkonnen
Mon May 01, 2017 6:30 am
Forum: 1 / 0 magic
Topic: [0.15.5] Eco Unfriendly Does Not Activate
Replies: 7
Views: 3046

Re: [0.15.5] Eco Unfriendly Does Not Activate

What do you see in achievements tab (top-right button above minimap)? Could it be the case that achievement is not achievable due to console command used, peaceful mode or something else?
by Harkonnen
Mon May 01, 2017 5:54 am
Forum: Duplicates
Topic: [0.15.5][gfx] Doodads / Plants on Concrete
Replies: 3
Views: 1249

Re: [0.15.5] Doodads / Plants on Concrete

It's sort of by design, but we are thinking into reviewing that. There was even mod that removes all doodads over concrete just by adjusting probability-of-removal in .lua from something like 0.3 to 1.0 :)
by Harkonnen
Mon May 01, 2017 5:52 am
Forum: Duplicates
Topic: Mini map flicker
Replies: 3
Views: 1112

Re: Mini map flicker

It also happens with roboport and other entities having long texts below them. It also depends on resolution - easier to catch that in 720p. We are aware of this problem - GUI is a big stuff on our table to polish and probably even rewrite, so far we strive to keep it usable at least.
by Harkonnen
Mon May 01, 2017 5:47 am
Forum: Not a bug
Topic: [0.15.5] bots can kill you :D lol
Replies: 5
Views: 1601

Re: [0.15.5] bots can kill you :D lol

Can't replicate that in Vanilla. Savegame would be helpful.
by Harkonnen
Mon May 01, 2017 4:42 am
Forum: Resolved Problems and Bugs
Topic: [0.1x.x] [Harkonnen] Huge bias in biter north expansion
Replies: 10
Views: 4490

Re: [0.1x.x] [Harkonnen] Huge bias in biter north expansion

I think I know the reason. Just one thing - you cannot replicate that in peaceful mode because biters do not expand in it.

EDIT: Fixed for coming release. Thanks for report :) Sanity has been restored.
by Harkonnen
Mon May 01, 2017 3:41 am
Forum: Minor issues
Topic: [0.15.5] [Harkonnen] Inserter not filling chest to maximum stack size
Replies: 5
Views: 1554

Re: [0.15.5] Inserter not filling chest to maximum stack size

Could it be the case that chest was already full with stack size of 100 in some old version of the game, and inserter just did not wake up when you loaded game with 0.15?
by Harkonnen
Mon May 01, 2017 3:38 am
Forum: Resolved Problems and Bugs
Topic: [for 0.16] [0.15.4] Fairly serious framerate issues
Replies: 41
Views: 15776

Re: [0.15.4] Fairly serious framerate issues

Please report VRAM amounts as well.
by Harkonnen
Mon May 01, 2017 3:22 am
Forum: Won't fix.
Topic: [0.15.5] Overlapping texture
Replies: 2
Views: 1608

Re: [0.15.5] Overlapping texture

This has no solution other than making underground belts (and splitters) superflat in graphics which is a bad tradeoff. Problem of similar type happens if you put pipe above splitter for example. The reason underground belts and splitters are rendered in layer "below" buildings is to avoid...
by Harkonnen
Mon May 01, 2017 3:18 am
Forum: Resolved Problems and Bugs
Topic: [0.15.3] [Harkonnen] Splitter to Belt Blueprint Preview Bug
Replies: 1
Views: 2073

Re: [0.15.3] [Harkonnen] Splitter to Belt Blueprint Preview Bug

Thanks for report :) This blueprint preview for belt/pipe/wall-related stuff is my baby. Fixed for next release.
by Harkonnen
Sun Apr 30, 2017 12:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.4] inserter + train
Replies: 7
Views: 3456

Re: [0.15.4] inserter + train

It looks like inserter moves to the rail to feed Locomotive with coal - what does it have to do with wagons and their wagon filters?
by Harkonnen
Sun Apr 30, 2017 8:50 am
Forum: Resolved Problems and Bugs
Topic: [Harkonnen] Interfering entities
Replies: 2
Views: 2141

Re: [Harkonnen] Interfering entities

Thanks for noticing that. Partial but mostly sufficient fix comes 0-15.5. Full fix arrives 0.16 or late-0.15 together with belts performance optimization.
by Harkonnen
Sun Apr 09, 2017 8:46 am
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 60723

Re: Friday Facts #183 - Aiming for the release date

PacifyerGrey This is actually what I meant. You draw a rectangle (anywhere on the game view, no need to be close to it), it just won't let you stretch past 10x10 tiles. After you release left mouse button - you immediately get to interface similar to placing ghosts with a blueprint (and that's wher...
by Harkonnen
Fri Apr 07, 2017 9:53 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 60723

Re: Friday Facts #183 - Aiming for the release date

Another idea of solving early copy-paste problem without introducing early blueprints could be "one-shot" blueprints - i.e. you draw a rectangle around entities limited to like 7x7 or 10x10 tiles - it creates a blueprint and puts it right into your hand, then you may paste it just like nor...
by Harkonnen
Wed Apr 05, 2017 12:23 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 60723

Re: Friday Facts #183 - Aiming for the release date

factoriouzr That's what I meant - you need many slots mostly to autotrash, but not to carry that much stuff. For example solution could be like that: - add checkbox to autotrash everything that is not in logistic requests and that was not crafted manually - allow to build any ghost via crafting men...
by Harkonnen
Wed Apr 05, 2017 6:23 am
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 60723

Re: Friday Facts #183 - Aiming for the release date

factoriouzr About many spaces in inventory - agreed. But on the other hand if it's just due to trash slots and and if you be able to place ghosts by choosing building in crafting menu instead of inventory - would you still need so many things to carry? About 20x20 - area will be smaller because ran...
by Harkonnen
Sat Apr 01, 2017 9:35 am
Forum: Ideas and Suggestions
Topic: Early Blueprints: Empower the Axe
Replies: 5
Views: 3799

Re: Early Blueprints: Empower the Axe

Automatically switching could lead to undesired problems when you mine turrets during turret creep.

Steel axe builds even faster? - building is always instantaneous :)

Melee attack is interesting option for early game. I like it :)
by Harkonnen
Fri Mar 31, 2017 3:44 am
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 60723

Re: Friday Facts #183 - Aiming for the release date

factoriouzr Sorry for late reply :) On your other questions: > 1) Combine logistics requests with auto trash on the same tab so that you can set two values, the minimum to keep (if you fall under, robots bring you more of the item), and a maximum, that if you go over, the excess gets auto trashed. ...
by Harkonnen
Sat Mar 25, 2017 10:52 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 60723

Re: Friday Facts #183 - Aiming for the release date

1) allow blueprints and deconstruction planner to be used right from the beginning of the game, and make them craftable right away. Also make it so that if the player is within range of a ghost item and they have it in their inventory, it will automatically be placed for free. Same if near a decons...
by Harkonnen
Wed Mar 15, 2017 12:33 pm
Forum: Not a bug
Topic: belt won't copy correctly on blueprint
Replies: 6
Views: 1823

Re: belt won't copy correctly on blueprint

This is partially fixed in 0.15 for belts, pipe-related stuff and wall-related stuff. "Partially" - in sense that blueprint preview (gui window) still renders everything straight independent, but greenish preview on the map as you roll mouse over trying to place something will have everyth...
by Harkonnen
Wed Mar 15, 2017 7:51 am
Forum: General discussion
Topic: Factorio development explained in gifs
Replies: 133
Views: 289041

Re: Factorio development explained in gifs

Tidying up 3rd party library written in oldschool C

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