Search found 239 matches

by irbork
Wed Mar 20, 2019 9:53 am
Forum: Pending
Topic: [0.17.16] Wrong power pole placement with dragging over partly build blueprints
Replies: 7
Views: 1376

[0.17.16] Wrong power pole placement with dragging over partly build blueprints

The fix introduced in 0.17.15 is not working. It's even worse than it was before, as if you remembered to place poles first, before any inserters and assemblers, you got proper blueprinted power pole layout, what is not true now. Currently I see no difference over dragging the poles over empty terra...
by irbork
Wed Mar 20, 2019 9:51 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.15] Wrong power pole placement with dragging over partly build blueprints
Replies: 3
Views: 2779

Re: [Twinsen][0.17.15] Wrong power pole placement with dragging over partly build blueprints

It is not working. It's even worse than it was before, as if you remembered to place poles first before any inserters and assemblers, you got proper blueprinted layout, what is not true now. Currently I see no difference over dragging the poles over empty terrain and a blueprint. s I I e e I I s e I...
by irbork
Tue Mar 19, 2019 9:55 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.15] Wrong power pole placement with dragging over partly build blueprints
Replies: 3
Views: 2779

[Twinsen][0.17.15] Wrong power pole placement with dragging over partly build blueprints

So the problem is that when you drag power poles over a blueprint, that has some electrical entities build and does include full coverage of ghosted power poles, the poles are being forced to be build on the ghosted entities (good), but at the same time they are forced over any unpowered entities (i...
by irbork
Mon Mar 18, 2019 9:49 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Better item/ghost handling with new toolbar
Replies: 1
Views: 644

[0.17.x] Better item/ghost handling with new toolbar

The new system is nice but a bit hard to use. It is not optimal that ghost building with no items has to be switched on in the settings menu. It is also annoying that when you will run out of an item it switches automatically to ghost building and does not allow placement of newly crafted items. The...
by irbork
Fri Mar 15, 2019 9:41 am
Forum: Resolved Problems and Bugs
Topic: [0.17.12] Bitters evolving too fast
Replies: 8
Views: 3127

Re: [0.17.12] Bitters evolving too fast

Thank you, I will wait then :D
by irbork
Fri Mar 15, 2019 8:19 am
Forum: Resolved Problems and Bugs
Topic: [0.17.12] Bitters evolving too fast
Replies: 8
Views: 3127

Re: [0.17.12] Bitters evolving too fast

Is there a way to adjust the setting on old version world without disabling achievements?
by irbork
Thu Mar 14, 2019 11:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.12] Bitters evolving too fast
Replies: 8
Views: 3127

[0.17.12] Bitters evolving too fast

It's virtually unplayable now. Bitters evolve faster than I am able to research military solutions.
9 minutes of early gameplay and evolution rise from 20% to 28%. It's crazy.
by irbork
Sat Mar 09, 2019 1:09 am
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 30009

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

Good to see that bug fixing is going well. :P
Don't forget that there should be some small content additions during 0.17 stabilization period. :roll:
by irbork
Mon Mar 04, 2019 11:20 pm
Forum: Pending
Topic: [0.17.x] Picture getting blurry when moving N/S directions
Replies: 8
Views: 2235

Re: [0.17.x] Picture getting blurry when moving N/S directions

I think it is much less noticeable in 0.17.5.
It's a graphic glitch that do not generate crash reports.
Now I notice only slight blurriness of belts and pipes when moving. The rest of entities seems unaffected.
by irbork
Mon Mar 04, 2019 9:24 pm
Forum: Pending
Topic: [0.17.x] Picture getting blurry when moving N/S directions
Replies: 8
Views: 2235

[0.17.x] Picture getting blurry when moving N/S directions

As in subject.
The picture is fine when moving E/W, but the higher the vertical portion of velocity vector, the higher blur effect is visible.
I use the same computer and monitor as in previous versions of Factorio, which did not have this issue.
by irbork
Thu Feb 28, 2019 1:07 pm
Forum: Ideas and Suggestions
Topic: Car aligns to cardinal directions
Replies: 32
Views: 13205

Re: Cardinal/InterCardinal driving accuracy mode on 0.17 shortcut bar.

After switching this driving mode the car/tank would turn to next defined direction, obeying turn radius and speed, after a single press of A or D. It would make driving in multiplayer much easier and more enjoyable, as well as allow efficient construction of belts, roads, etc. In my opinion the be...
by irbork
Thu Feb 28, 2019 11:06 am
Forum: Ideas and Suggestions
Topic: Car aligns to cardinal directions
Replies: 32
Views: 13205

Cardinal/InterCardinal driving accuracy mode on 0.17 shortcut bar.

After switching this driving mode the car/tank would turn to next defined direction, obeying turn radius and speed, after a single press of A or D. It would make driving in multiplayer much easier and more enjoyable, as well as allow efficient construction of belts, roads, etc. In my opinion the bes...
by irbork
Thu Feb 28, 2019 10:55 am
Forum: Implemented Suggestions
Topic: Pause Logistics Queues / Turn off logistic system requests
Replies: 59
Views: 19487

Re: Switch to disable logistic slots

I need this one, especially now when the ui is all ready for those kind of switches.
by irbork
Wed Feb 27, 2019 8:21 pm
Forum: Pending
Topic: [0.17.2] Attack alarm notifications and sounds missing
Replies: 1
Views: 704

[0.17.2] Attack alarm notifications and sounds missing

I cannot see any icons and can't hear any sounds when biters are destroying my walls.
by irbork
Tue Feb 26, 2019 5:37 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155578

Re: Friday Facts #283 - Prepare to Launch

Increased player reach from 6 to 10 - my new favorite 0.17 feature :twisted:
by irbork
Tue Feb 26, 2019 5:30 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155578

Re: Friday Facts #283 - Prepare to Launch

I'm gonna be THAT GUY Preamble: I've just passed a 1000h mark in Factorio, but I've never launched a rocket before (yes i kno i kno) I've seen one up close and in such detail for the first time. As a bit of a space nerd it really triggered me a "bit" how nonsensical the rocket looks in Fa...
by irbork
Tue Feb 26, 2019 9:12 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155578

Re: Friday Facts #283 - Prepare to Launch

I can already feel it. We will be playing 0.17 experimental today :D
by irbork
Mon Feb 25, 2019 2:54 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155578

Re: Friday Facts #283 - Prepare to Launch

Cyonic wrote:
Mon Feb 25, 2019 2:18 pm

This is my day off and its passing agonizingly slowly due to repeated f5 presses with disappointing results lol.
I would be happy enough with a simple statement: "no 0.17 today", at around noon time.
by irbork
Mon Feb 25, 2019 1:08 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155578

Re: Friday Facts #283 - Prepare to Launch

Is the launch button's safety cover up. Will it be pressed today :?: :?: :?:
by irbork
Mon Feb 25, 2019 1:05 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155578

Re: Friday Facts #283 - Prepare to Launch

Everything looks great except for the belts affecting biters change. I agree it was buggy/belts were OP previously, but now belts do nothing, they're useless. You need to find a middle ground where the belts slow the biters significantly, but not as much as previously. Judging by the GIF the belts ...

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