Search found 239 matches
- Fri Jul 19, 2019 6:14 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 208783
Re: Friday Facts #304 - Small bugs; Big changes
I really like the rail planner's obstacle avoidance upgrade. Don't like the basic oil processing change but it is something I can get used to. Anyway advanced oil processing was the first research after setting up oil. Moving bots and laser turrets to chemical science makes perfect sense though. Fla...
- Mon Jul 15, 2019 6:28 pm
- Forum: Technical Help
- Topic: Server running in background?
- Replies: 2
- Views: 1456
Server running in background?
How do you keep the server running in background when you go back to the main menu? How to set up autopause when there is no players online? Is there server config file, because the server creation gui has very limited options. I need the server to autopause when I am in work and no one is playing o...
- Mon Jul 15, 2019 7:41 am
- Forum: Ideas and Suggestions
- Topic: Priority crafting
- Replies: 4
- Views: 1864
Re: Priority crafting
The best mod I have never heard about.
- Sun Jul 14, 2019 10:03 pm
- Forum: Ideas and Suggestions
- Topic: Priority crafting
- Replies: 4
- Views: 1864
Priority crafting
I suspect you have already thought about it many times but it seemed that it is to complicated but I found out the perfect solution. Just add a check box on top of the crafting gui Crafting {move_window} [ ] High priority {search_button} If enabled the things you craft will get added in front of the...
- Fri Jul 12, 2019 6:29 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 57880
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
Good FFF! Very informative , kind of funny but also a little bit sad
I'm waiting for next stable because I want to play the next experimental with the improved logistic information gui
I'm waiting for next stable because I want to play the next experimental with the improved logistic information gui
- Tue Jul 09, 2019 6:42 pm
- Forum: Ideas and Suggestions
- Topic: New train cars visualization quantity with signals & train stations
- Replies: 13
- Views: 4326
Re: New train cars visualization quantity with signals & train stations
I mean numeric amount of cars somewhere where the cursor is. Because I can't see all displayed cars on the screen for lengths over 8.
- Tue Jul 09, 2019 6:40 pm
- Forum: Ideas and Suggestions
- Topic: New train cars visualization quantity with signals & train stations
- Replies: 13
- Views: 4326
Re: New train cars visualization quantity with signals & train stations
I need this to happen!!!
- Tue Jul 02, 2019 10:47 am
- Forum: General discussion
- Topic: Getting that itch to play Factorio yet again.
- Replies: 5
- Views: 1978
Re: Getting that itch to play Factorio yet again.
Right, it was something like this. So anyway, some new features coming soon to the experimental branch
- Tue Jul 02, 2019 8:23 am
- Forum: General discussion
- Topic: Getting that itch to play Factorio yet again.
- Replies: 5
- Views: 1978
Getting that itch to play Factorio yet again.
I remember that releases were expected to get more frequent after 0.17. And that 0.18 was about to go to experimental shortly after 0.17 hits stable.
I know that 0.17 is closing to be pushed to stable but how close are we to 0.18 experimental release?
I know that 0.17 is closing to be pushed to stable but how close are we to 0.18 experimental release?
- Fri May 24, 2019 5:53 pm
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 27688
Re: Friday Facts #296 - All kinds of bugs
The vehicle changing color when you exit was something that annoyed me every single game I played. It was not enough to make me to write a post about it on the forum though. Anyways, it is a change I would cherish on any future playthrough.
- Thu May 16, 2019 6:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.39] Disable station causes send signal to train sometimes not working after re-enabling
- Replies: 3
- Views: 2355
Re: [kovarex] [0.17.39] Disable station causes send signal to train sometimes not working after re-enabling
I have lost original blueprint but here is a simplified recreation. It is still happening (with intense traffic through the stacker) even though distances are different. 0eNrFW02P2zYQ/S862wKH31ygvRW9FQWSW7EwtDazK8C2DFneNAj830vZ8scqVPzmUAQBsmtZfBwOZ94Mh7Pfi5f1Ie7aetsVT9+Letls98XTP9+Lff26rdb9s+7bLhZPx...
- Thu May 16, 2019 7:32 am
- Forum: Ideas and Suggestions
- Topic: Assembler to Requester Chest multi-paste
- Replies: 0
- Views: 496
Assembler to Requester Chest multi-paste
It is hard to paste required stuff for recipe to requester chest if you want more items requested than default or if you want one requester chest feeding many machines with different recipes. Since it is relatively easier to clear request slots from requester chest (few right clicks in the chest gui...
- Wed May 15, 2019 3:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.39] Disable station causes send signal to train sometimes not working after re-enabling
- Replies: 3
- Views: 2355
[kovarex] [0.17.39] Disable station causes send signal to train sometimes not working after re-enabling
I have found this bug when trying to force train to re-path before entering the stacker. In this blueprint, that I have created to prevent unintended train pathing into the stacker, from time to time trains do not receive the green signal after the station was disabled before they entered. empty It ...
- Fri Apr 12, 2019 6:29 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 36123
Re: Friday Facts #290 - Rail building changes & High-res icons
The ghost rail planner tries to blow up the cliffs even if the cliff explosives technology is not researched or even disabled by mod.
The new rail planner should take it into consideration and path around the cliffs in those cases.
The new rail planner should take it into consideration and path around the cliffs in those cases.
- Fri Apr 05, 2019 8:30 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58122
Re: Friday Facts #289 - Character GUI
I like the new character GUI very much. Nice job. Can't wait for it to be in the game.
- Fri Mar 29, 2019 5:40 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 27736
Re: Friday Facts #288 - New remnants, More bugs
Broken power pole looks sweet but I am happy enough with flat standard debris, especially if the nice one will impede my freedom to move.
- Mon Mar 25, 2019 7:00 pm
- Forum: Pending
- Topic: [0.17.16] Wrong power pole placement with dragging over partly build blueprints
- Replies: 7
- Views: 1376
Re: [0.17.16] Wrong power pole placement with dragging over partly build blueprints
It's perfect works exactly as I wanted it to work in all situations. It's in my top 5 most useful QoL improvements of 0.17. Thanks again.
- Mon Mar 25, 2019 1:25 pm
- Forum: Pending
- Topic: [0.17.16] Wrong power pole placement with dragging over partly build blueprints
- Replies: 7
- Views: 1376
Re: [0.17.16] Wrong power pole placement with dragging over partly build blueprints
Thank you so much
I'll test it thoroughly.
I'll test it thoroughly.
- Wed Mar 20, 2019 3:46 pm
- Forum: Pending
- Topic: [0.17.16] Wrong power pole placement with dragging over partly build blueprints
- Replies: 7
- Views: 1376
Re: [0.17.16] Wrong power pole placement with dragging over partly build blueprints
You may be right. Ghosts are for bots. I will avoid placing power poles over ghost with nanobots mod.
- Wed Mar 20, 2019 12:43 pm
- Forum: Pending
- Topic: [0.17.16] Wrong power pole placement with dragging over partly build blueprints
- Replies: 7
- Views: 1376
Re: [0.17.16] Wrong power pole placement with dragging over partly build blueprints
If I understand correctly, this is more of a feature request. When you build any entity over a ghost, that ghost is destroyed if it's different, so poles are no different. Smart reviving while moving is also a feature request, if you want ghosts to be built easily, you should use robots. The smart ...