Search found 239 matches
- 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...
- 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...
- 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...
- 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...
- 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
- 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?
- 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.
9 minutes of early gameplay and evolution rise from 20% to 28%. It's crazy.
- 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.
Don't forget that there should be some small content additions during 0.17 stabilization period.
Don't forget that there should be some small content additions during 0.17 stabilization period.
- 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.
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.
- 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.
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.
- 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...
- 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...
- 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.
- 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.
- 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
- 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...
- 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
- Mon Feb 25, 2019 2:54 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155578
- 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
- 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 ...