Search found 207 matches
- 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?
- 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 
- 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.
- 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.
- 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.
EDIT: Fixed for coming release. Thanks for report
- 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?
- 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.
- 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...
- 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.
- 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?
- 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.
- 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...
- 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...
- 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...
- 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...
- 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
Steel axe builds even faster? - building is always instantaneous
Melee attack is interesting option for early game. I like it
- 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. ...
- 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...
- 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...
- 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