Search found 282 matches
- Tue May 28, 2019 4:40 pm
- Forum: Duplicates
- Topic: [0.17.1] Named keys in tip look funny
- Replies: 1
- Views: 560
Re: [0.17.1] Named keys in tip look funny
duplicate of viewtopic.php?t=67825
- Tue May 28, 2019 4:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.21] Introduction: Confusing technologies screen open up
- Replies: 1
- Views: 653
Re: [0.17.21] Introduction: Confusing technologies screen open up
this is triggered as the first lab gets placed by compilatron when you complete that quest. The option to "open the tech gui on completing a technology" also opens it when the first lab is placed without having a technology set, as would be the case in freeplay when placing your first lab....
- Tue May 28, 2019 4:32 pm
- Forum: Resolved Problems and Bugs
- Topic: mining escape-pod-lab yields lab instead of escape-pod-lab
- Replies: 1
- Views: 587
Re: mining escape-pod-lab yields lab instead of escape-pod-lab
thanks, this is resolved in the next verson
- Tue Mar 19, 2019 11:02 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
- Replies: 4
- Views: 1453
Re: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
I think that is the problem, Im just using the wrong keybind name in the localization. Since I only deal with Lua, and not C, I have no way to debug this problem. Thanks for finding that for me 

- Tue Mar 19, 2019 10:01 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.15] Fueling hint needs better English
- Replies: 3
- Views: 763
Re: [0.17.15] Fueling hint needs better English
Good suggestion. Ill look into it.
- Tue Mar 19, 2019 10:00 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.15] Compy blocks place where inserter is to be built
- Replies: 1
- Views: 1434
Re: [0.17.15] Compy blocks place where inserter is to be built
yep, i can see what is happening. Will be fixed.
- Mon Mar 18, 2019 9:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.4] Compilatron kited aliens to my new base
- Replies: 2
- Views: 1134
Re: [abregado][0.17.4] Compilatron kited aliens to my new base
i added another check to stop this happening. Should be solved as of 0.17.16
- Mon Mar 18, 2019 8:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.1] Alerts about destroyed trees in tutorial
- Replies: 7
- Views: 3380
Re: [abregado][0.17.1] Alerts about destroyed trees in tutorial
will be fixed in 0.17.16
- Mon Mar 18, 2019 8:55 pm
- Forum: Campaign / Scenario suggestions
- Topic: Campaign Intro Design
- Replies: 2
- Views: 967
Re: Campaign Intro Design
Thanks for taking the time for detailed feedback. While i agree with a lot of your points, there are other constraints and requirements which get in the way of a lot of these suggestions. Ill address then below, both as an answer and to help me rationalize my prior observations. I mean, i should be ...
- Mon Mar 18, 2019 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Evolution Diagram
- Replies: 1
- Views: 746
Re: Evolution Diagram
The current value (0-1), and the effect on spawn rates is now visible by hovering over a biter spawner.
oh! and you can view your pollution stats in the Production screen now!
oh! and you can view your pollution stats in the Production screen now!
- Mon Mar 18, 2019 8:27 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] add tutorial items in the quickbar
- Replies: 6
- Views: 1173
Re: [0.17] add tutorial items in the quickbar
perhaps this is a good idea in the mini-tutorials. We will be looking at those soon.
- Mon Mar 18, 2019 8:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado] Build turrets quest not completing
- Replies: 3
- Views: 982
Re: [abregado] Build turrets quest not completing
a fix has been pushed so it should complete in a larger area (still not everywhere)
- Mon Mar 18, 2019 8:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.14] Intro - Solid fuel not accepted as fuel for quest
- Replies: 2
- Views: 1771
Re: [0.17.14] Intro - Solid fuel not accepted as fuel for quest
Fixed in version after next
- Mon Mar 18, 2019 5:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
- Replies: 4
- Views: 1453
Re: [0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
interesting!
I expected that "pickup item stack" would be using the Build control, but it seems it might be the Open Entity GUI control.
I will look into this. Thanks for finding it.
I expected that "pickup item stack" would be using the Build control, but it seems it might be the Open Entity GUI control.
I will look into this. Thanks for finding it.
- Mon Mar 18, 2019 5:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.1] Alerts about destroyed trees in tutorial
- Replies: 7
- Views: 3380
Re: [0.17.1] Alerts about destroyed trees in tutorial
I discovered the problem today and will push a fix for this soon.
- Mon Mar 18, 2019 3:34 pm
- Forum: Not a bug
- Topic: [0.17.14] Biter running past radar to attack smelter, Biter not attacking player
- Replies: 1
- Views: 562
Re: [0.17.14] Biter running past radar to attack smelter, Biter not attacking player
This is intended behavior. To reduce risk to the player, but not to reduce the consequences of failing to defend your base. Biters only attack a given list of structure types. The second issue is there so that biters attack idle player less. This way the player always hears an alert before they are ...
- Mon Mar 18, 2019 2:53 pm
- Forum: Campaign / Scenario suggestions
- Topic: New players - share your tutorial / campaign experience
- Replies: 13
- Views: 3601
Re: New players - share your tutorial / campaign experience
Thanks for using your newbie for Factorio testing. Thanks to your partner as well. "E" to close inventory was not mentioned when you need to use it but instead a while beforehand. She got stuck there. How to rotate objects needed repeating, I suspect referencing where to find hotkeys and k...
- Mon Mar 18, 2019 2:41 pm
- Forum: Campaign / Scenario suggestions
- Topic: [planned] Create stronger link between resource patches and the quest log
- Replies: 1
- Views: 647
Re: Wrong icons in NPE hints
The game does not have icons for those things (except for trees, but they are unintelligible at the size of a quest icon). Currently if the player gets stuck long enough without wood, then Compi points at a tree and says "Get wood from trees". I will add some things for the other resources...
- Mon Mar 18, 2019 2:38 pm
- Forum: Outdated/Not implemented
- Topic: No hint how to "build"
- Replies: 2
- Views: 1182
Re: No hint how to "build"
there is one, but Compi only shows it to you if you get stuck long enough.
- Mon Mar 18, 2019 2:36 pm
- Forum: Campaign / Scenario suggestions
- Topic: [planned] Compy waits next to coal during Gather resources automatically quest
- Replies: 1
- Views: 599
[planned] Compy waits next to coal during Gather resources automatically quest
I will update its idle point to be next to the coal