Search found 444 matches
- 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...
- 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?
- 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 ...
- 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...
- 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.
- 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...
- 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!
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!
- 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 ...
- 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,...
- 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...
- Mon Nov 16, 2020 9:53 am
- Forum: Ideas and Suggestions
- Topic: Integrated Circuits
- Replies: 12
- Views: 3143
Re: Integrated Circuits
He updated one of his mods two days ago. I think it's fairly likely he still exists.Optymistyk wrote: βSun Nov 15, 2020 12:34 pmI did, but I think he died (or at least left Factorio).
- 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 ...
- Fri Nov 13, 2020 4:01 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 98750
- 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...
- 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!
- 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...
- 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 ...
- 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 ...
- 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...
- 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.