Search found 282 matches

by abregado
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: 1026

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....
by abregado
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: 868

Re: mining escape-pod-lab yields lab instead of escape-pod-lab

thanks, this is resolved in the next verson
by abregado
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: 2091

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 :D
by abregado
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: 1042

Re: [0.17.15] Fueling hint needs better English

Good suggestion. Ill look into it.
by abregado
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: 1829

Re: [0.17.15] Compy blocks place where inserter is to be built

yep, i can see what is happening. Will be fixed.
by abregado
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: 1480

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
by abregado
Mon Mar 18, 2019 8:55 pm
Forum: Campaign / Scenario suggestions
Topic: Campaign Intro Design
Replies: 2
Views: 1396

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 ...
by abregado
Mon Mar 18, 2019 8:29 pm
Forum: Ideas and Suggestions
Topic: Evolution Diagram
Replies: 1
Views: 1164

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!
by abregado
Mon Mar 18, 2019 8:27 pm
Forum: Ideas and Suggestions
Topic: [0.17] add tutorial items in the quickbar
Replies: 6
Views: 1784

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.
by abregado
Mon Mar 18, 2019 8:21 pm
Forum: Resolved Problems and Bugs
Topic: [abregado] Build turrets quest not completing
Replies: 3
Views: 1460

Re: [abregado] Build turrets quest not completing

a fix has been pushed so it should complete in a larger area (still not everywhere)
by abregado
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: 2091

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.
by abregado
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: 4319

Re: [0.17.1] Alerts about destroyed trees in tutorial

I discovered the problem today and will push a fix for this soon.
by abregado
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: 811

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 ...
by abregado
Mon Mar 18, 2019 2:53 pm
Forum: Campaign / Scenario suggestions
Topic: New players - share your tutorial / campaign experience
Replies: 13
Views: 4998

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...
by abregado
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: 948

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...
by abregado
Mon Mar 18, 2019 2:38 pm
Forum: Outdated/Not implemented
Topic: No hint how to "build"
Replies: 2
Views: 1555

Re: No hint how to "build"

there is one, but Compi only shows it to you if you get stuck long enough.

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