Search found 239 matches

by irbork
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...
by irbork
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...
by irbork
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.
by irbork
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...
by irbork
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 :idea: , kind of funny :lol: 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 ;)
by irbork
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.
by irbork
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.

Koub wrote:
Tue Jul 02, 2019 9:20 am
Actually, IIRC, the first 0.17 stable should not be the ultimate 0.17. The devs said that there would be new features in 0.17 as soon as first shot 0.17 would get stable.
Right, it was something like this. So anyway, some new features coming soon to the experimental branch :D
by irbork
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?
by irbork
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.
by irbork
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...
by irbork
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...
by irbork
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 ...
by irbork
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.
:idea: The new rail planner should take it into consideration and path around the cliffs in those cases.
by irbork
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.
by irbork
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.
by irbork
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.
by irbork
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.
by irbork
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 ...

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