Search found 114 matches
- Mon Mar 18, 2019 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Change Factorio's numeric versionning system
- Replies: 38
- Views: 8411
Re: Change Factorio's numeric versionning system
This is how many games do it, including minecraft for example. How should they do the version numbers istead?
- Tue Mar 05, 2019 1:29 pm
- Forum: Duplicates
- Topic: [0.17.5] Entities (Rails) in a blueprint can go outside the Blueprint Preview GUI
- Replies: 2
- Views: 700
- Tue Mar 05, 2019 1:12 pm
- Forum: Duplicates
- Topic: [0.17.5] Entities (Rails) in a blueprint can go outside the Blueprint Preview GUI
- Replies: 2
- Views: 700
[0.17.5] Entities (Rails) in a blueprint can go outside the Blueprint Preview GUI
What did you do? I made a blueprint of Rails. What happened? While editing the blueprint (I wanted to remove a few rails) some rails went out of the blueprint editing window at the top or bottom and could barely or not at all be clicked. 0eNqVmN1uqkAUhd9lrqFh/oVXaU4aq6SdRNEANscY3r0oHHNo14RZl9byuTZ8G...
- Tue Mar 05, 2019 12:10 pm
- Forum: Duplicates
- Topic: [0.17.3] UI unresponsive to mouse
- Replies: 9
- Views: 2585
Re: [0.17.3] UI unresponsive to mouse
Still happens in 0.17.5
Same here. I think it happened to me 5 times now, in a save of the new campaign and a freeplay save. when it happens I usually open some GUIs run around a bit and after a few seconds it works again. I have no idea what exactly causes or fixes it.
Same here. I think it happened to me 5 times now, in a save of the new campaign and a freeplay save. when it happens I usually open some GUIs run around a bit and after a few seconds it works again. I have no idea what exactly causes or fixes it.
- Mon Mar 04, 2019 7:58 pm
- Forum: Duplicates
- Topic: [0.17.5] smart replaced power poles don't properly connect under specific circumstances
- Replies: 5
- Views: 1427
[0.17.5] smart replaced power poles don't properly connect under specific circumstances
What did you do? I smart replaced a small power pole with a medium one. What happened? The medium power pole didn't connect to another one that was in its range (but not in the range of the small power pole that was there before). What did you expect to happen instead? It might be obvious to you, bu...
- Sat Feb 09, 2019 9:05 am
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 43293
Re: Friday Facts #281 - For a Few Frames More
These results look extremely promising. The highest render time I could find on the "New" benchmark was 22.62ms which would be about 44 FPS whereas with the old build the lowest FPS would be about half that. Although the integrated graphics had the low quality compression enabled, this was...
- Fri Feb 01, 2019 10:37 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88230
Re: Friday Facts #280 - Visual Feedback is the king
Thanks for the new toggles! The toolbar will be an awesome addition. Please make the personal roboport a 3-way toggle. On/off/self-only. With self-only in multiplayer, inventory won't empty/fill when walking by something done by another player. One thing to consider is should self-only still repair...
- Fri Feb 01, 2019 6:44 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88230
- Fri Jan 25, 2019 7:56 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75324
Re: Friday Facts #279 - Train GUI & Modern Spitter
What the gif shows about fighting enemies looks super fun! However, to me these new sprites look a bit out of place in the bland environment. I think the aliens and acid are a little too colorful, this is a very minor critique point though.
- Fri Jan 18, 2019 1:59 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153251
Re: Friday Facts #275 - 0.17 Science changes
... This way the player is required to automate all fundamental logistic "devices" very early game. In a game about discovering, learning, inventing, solving puzzles, and playing freely all this new hand-holding is the opposite of a good thing. I wouldn't consider this a bad thing, having...
- Fri Jan 18, 2019 1:52 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65595
Re: Friday Facts #278 - The new quickbar
What happened there? is "$nextUpdate" some kind of formatting error?It seems to always be the case, but $nextUpdate is going to be the biggest Factorio release so far.
- Fri Jan 18, 2019 1:51 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65595
Re: Friday Facts #278 - The new quickbar
Automatically turning on ghost place when construction robots/blueprints/whatever is unlocked sounds smart. Also retaining the ability to turn it on yourself in the options as well maybe (the option should be "allow ghost placing before construction robots researched") The quickbar looks ...
- Fri Jan 11, 2019 5:10 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42568
Re: Friday Facts #277 - GUI progress update
I generally like the style of the new GUI but I find the confirmation button being shaped like an arrow (as can be seen in the graphics settings GIF) a little irritating. It makes it seems like there is a second screen to this particular settings category. I would prefer the button to be a normal re...
- Fri Jan 04, 2019 3:24 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153251
Re: Friday Facts #275 - 0.17 Science changes
... This way the player is required to automate all fundamental logistic "devices" very early game. In a game about discovering, learning, inventing, solving puzzles, and playing freely all this new hand-holding is the opposite of a good thing. I think it's not too much hand-holding and c...
- Tue Jan 01, 2019 6:40 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153251
Re: Friday Facts #275 - 0.17 Science changes
I like most of the changes and I think it would be good to put pipes in the recipe for logistic science as They are the third early-game logistic "device" that is simple to craft and doesn't require many resources. This way the player is required to automate all fundamental logistic "...
- Sun Dec 09, 2018 9:23 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 33086
- Sun Dec 09, 2018 9:21 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 33086
Re: Friday Facts #272 - Mod GUI
In the bottom mockup it's not entirely clear how to start the update. I guess you do it with the "update selected" button but the color throws me off. I think it would be easier to see if the button was green like other buttons that confirm an action.
- Sun Dec 09, 2018 9:16 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 33086
- Sat Sep 29, 2018 7:41 pm
- Forum: Ideas and Suggestions
- Topic: how a story/lore could potentially fit into Factorio
- Replies: 0
- Views: 479
how a story/lore could potentially fit into Factorio
I already posted this as a reply to the FFF #262 but wanted it here too as it got pretty big and suggestion-heavy. I hope this is okay. I think the idea of the Compilation is great and it got me thinking about a potential lore in the normal freeplay mode. I think the game having more of a story coul...
- Sat Sep 29, 2018 7:28 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52127
Re: Friday Facts #262 - Hello my name is: Compilatron
I will also post this seperately in the suggestion subforum as it has turned into a rather big suggestion-heavy post. I hope this is okay. I think the idea of the Compilation is great and it got me thinking about a potential lore in the normal freeplay mode. I think the game having more of a story c...