Search found 444 matches

by Kyralessa
Sun Dec 06, 2020 12:55 pm
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 64
Views: 19726

Re: your thoughts on menu simulation

The menu scenes did take some getting used to, but I like 'em. My 11-year-old daughter, on the other hand, loves them. She could sit there for quite a long time just watching them. I think the only thing that stops her is that eventually they start to repeat. If there were a couple hours' worth, I b...
by Kyralessa
Sun Dec 06, 2020 12:53 pm
Forum: General discussion
Topic: satellites and consumers
Replies: 6
Views: 2231

Re: satellites and consumers

When you say you "Can't do anything with" space science packs, do you mean other than pursuing infinite research?
by Kyralessa
Fri Dec 04, 2020 9:08 am
Forum: General discussion
Topic: [1.1][Poll] Do you more often mess up your quickbar now?
Replies: 10
Views: 2974

Re: [1.1][Poll] Do you more often mess up your quickbar now?

I had to change the setting back to how it used to be, where having an item on the cursor and clicking on a different item puts that different item on the cursor. Even with that setting, it's still possible to change an item's slot by clicking the item, then clicking on an empty slot. This puts the ...
by Kyralessa
Fri Dec 04, 2020 9:03 am
Forum: Gameplay Help
Topic: Need Some Advice On...
Replies: 13
Views: 3727

Re: Need Some Advice On...

You can make the starting area really huge. That area is the space in which there will be no nests. If you make it the biggest it can be (600, I think), it'll be a very long time before you get any pollution-triggered attacks. So if you're having trouble making progress in-between biter attacks, you...
by Kyralessa
Fri Nov 27, 2020 1:01 pm
Forum: Gameplay Help
Topic: Can I copy and paste site settings when configuring train?
Replies: 6
Views: 2931

Re: Can I copy and paste site settings when configuring train?

You can shift-right-click on a train to copy its settings, and then shift-left-click on any other train to copy the settings to that train.
by Kyralessa
Fri Nov 27, 2020 12:02 pm
Forum: Ideas and Suggestions
Topic: pls remove barrels or make them useful
Replies: 13
Views: 2291

Re: pls remove barrels or make them useful

Yes, barrels are redundant, because there are already tiny science flasks. The barrel mechanic is not redundant. Science flasks come out of nothing and vanish after use. Barrels are reusable containers, which offer interesting logistics challenges. Obviously not appreciated by everyone, but no need...
by Kyralessa
Fri Nov 27, 2020 9:20 am
Forum: Ideas and Suggestions
Topic: pls remove barrels or make them useful
Replies: 13
Views: 2291

Re: pls remove barrels or make them useful

Yes, barrels are redundant, because there are already tiny science flasks.

We should get rid of barrels and put oil, lubricant, sulfuric acid, etc. in flasks. Instead of barreling and unbarreling, we can have flasking and unflasking!
by Kyralessa
Tue Nov 24, 2020 3:24 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129275

Re: Version 1.1.0

I'm quite surprised by the complaints related to the quickbar change. It seems like a super obvious thing to me, that I always clear the cursor automatically whenever I'm done doing something with an item. Clicking some other quickbar item with something else is hand is just something that doesn't ...
by Kyralessa
Fri Nov 20, 2020 7:15 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 98750

Re: Friday Facts #363 - 1.1 is getting close

[...]Another thing, the belts move without electricity, is it possible to put electricity on them to give the game more realism? Thank you. There's a mod for that: https://mods.factorio.com/mod/PoweredBelts Note: With this mod, if you completely cut power to a belt, all the items on it are deleted,...
by Kyralessa
Wed Nov 18, 2020 11:49 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 27114

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.

I find it very odd that in a forum ostensibly supposed to be about improving the game, so much of the discussion appears to be focused on 'go find a mod' and/or 'it's your fault for designing a bad factory' even when the actual issue is in fact a game mechanic behaving inappropriately. "Go fin...
by Kyralessa
Mon Nov 16, 2020 9:53 am
Forum: Ideas and Suggestions
Topic: Integrated Circuits
Replies: 12
Views: 3143

Re: Integrated Circuits

Optymistyk wrote: ↑
Sun Nov 15, 2020 12:34 pm
ssilk wrote: ↑
Sun Nov 15, 2020 7:50 am
You can request that feature from the author of circuitissimo. Not here. :)
I did, but I think he died (or at least left Factorio).
He updated one of his mods two days ago. I think it's fairly likely he still exists.
by Kyralessa
Fri Nov 13, 2020 8:07 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 98750

Re: Friday Facts #363 - 1.1 is getting close

I just found I can't open my early gavesames with 1.0.0. I didn't knew they were dropped. Damn, it's like losing childhood photos. I woke up and knew jpg was dropped thee months ago. This is not good at all. Moving forward to the past to retrieve them. Am I the only player who cares about old game ...
by Kyralessa
Fri Nov 13, 2020 4:01 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 98750

Re: Friday Facts #363 - 1.1 is getting close

Eydamos wrote: ↑
Fri Nov 13, 2020 12:57 pm
I also have a question. Will there be a beta of 1.1?
Yes. It was in the post:
If we extrapolate the graph, the 1.1 experimental should be ready next week.
by Kyralessa
Fri Nov 13, 2020 11:42 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 98750

Re: Friday Facts #363 - 1.1 is getting close

...not to diminish all the other stuff. I like those alert arrows, so I can go chase down a problem without having to find it on the map first. I played around with the rich text icon stuff a bit, but it was hard to figure out how to get it to work, and I was mostly guessing what the entities were c...
by Kyralessa
Fri Nov 13, 2020 11:37 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 98750

Re: Friday Facts #363 - 1.1 is getting close

That nighttime lighting! 😍
by Kyralessa
Mon Nov 09, 2020 7:10 am
Forum: Gameplay Help
Topic: Train stop question
Replies: 10
Views: 3254

Re: Train stop question

This is what is happening. Bypass was created so trains go around if there is one at the stop. Blue train does not have that station but has a clear path, chooses to wait for path with incoming train anyway. This is always going to happen. It's by design. The principles involved are probably someth...
by Kyralessa
Thu Nov 05, 2020 2:42 pm
Forum: General discussion
Topic: Saved games and future updates
Replies: 10
Views: 2782

Re: Saved games and future updates

do you know if you can revert to previous version in Factorio ? like if you chose to update , then everything will be messed , is there a option to revert ? Use .zip installations. You can have as many .zip-installed versions as you want. In addition to version compatibility, another big advantage ...
by Kyralessa
Wed Nov 04, 2020 5:10 pm
Forum: Implemented Suggestions
Topic: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
Replies: 7
Views: 2174

Re: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints

Yes, I've noticed this too, with a blueprint that chains turrets and inserters. There's a power pole squarely in the middle, and if I shift-click when I start to place them, the power pole loses all its connections. Of course, I can avoid that by clicking, dragging, and then holding shift, but it'd ...
by Kyralessa
Fri Oct 30, 2020 12:05 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 78934

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

This is very cool. I finally made my first Spidertron a few days ago...quickly followed by my second, third, fourth, and fifth. I had already noted that it might be fun to use them as builders...except it was a hassle to keep trying to figure out what to load them up with. Now I can have a track-lay...
by Kyralessa
Thu Oct 29, 2020 3:23 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Turrets attacking targets they can't attack
Replies: 8
Views: 4149

Re: Turrets attacking targets they can't attack

Are you sure it's locked to that target? When you place other burning targets, it doesn't switch? It makes sense that it would aim at a nearby target even if it's not quite close enough to hit yet.

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