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by ickputzdirwech
Sun Aug 09, 2020 9:50 am
Forum: This Forum
Topic: New banner on top of the forum banner
Replies: 9
Views: 2821

Re: New banner on top of the forum banner

I think this banner is actually pretty useful. It makes the forum more consistent with the website and the modportal and gives easy access to them. Until now you couldn't access the modportal directly and the wiki was hidden in a drop down menu.
by ickputzdirwech
Sat Aug 01, 2020 5:07 pm
Forum: Releases
Topic: Version 0.18.38
Replies: 24
Views: 16166

Re: Version 0.18.38

[...] only letting us have a blueprint in one place. This was the main reason, why they changed the blueprint library. In the past inventories got cluttered with blueprints and blueprint books and you never knew if they were just the copy or the original. Now you always know: it's the original. If ...
by ickputzdirwech
Sat Aug 01, 2020 5:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.15] Blueprint book in library doesn't remember last used blueprint
Replies: 1
Views: 811

Re: [0.18.15] Blueprint book in library doesn't remember last used blueprint

I can't reproduce this anymore. The new blueprint library seems to have fixed this.
by ickputzdirwech
Sat Aug 01, 2020 10:19 am
Forum: Releases
Topic: Version 0.18.38
Replies: 24
Views: 16166

Re: Version 0.18.38

I think it was a good idea to overhaul the blueprint library. Even though there were just a few weeks until 1.0 . It was one of the most wanted features and most people will get used to the new behaviour in just a few days.
by ickputzdirwech
Sat Aug 01, 2020 7:49 am
Forum: Implemented in 2.0
Topic: Fix Landfill Blueprinting
Replies: 23
Views: 5941

Re: Blueprints with entities on top of landfill should not need to be placed more than once when building on water.

Depends what you want; there may be some situations where one of these is better than the other. Like the one I suggested lets you include landfill only under the sections of the blueprint that you want to have built on water, and not on other pieces (like walls and turrets are likely unnecessary o...
by ickputzdirwech
Fri Jul 31, 2020 6:38 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [0.18.38] Missleading tooltip in shortcut menu
Replies: 3
Views: 2904

[Klonan] [0.18.38] Missleading tooltip in shortcut menu

Steps to reproduce have construction robotics researched in any save start a new game set shortcut bar rows to 1 Bug Blueprint tools not in the shortcut bar show "This shortcut requires the Construction robotics technology." when you hover over the tick box. This is not the real reason wh...
by ickputzdirwech
Wed Jul 29, 2020 7:19 am
Forum: Ideas and Suggestions
Topic: colorblind safe research
Replies: 11
Views: 4412

Re: colorblind safe research

Koub wrote:
Wed Jul 29, 2020 6:05 am

You're lying. It's more in the 4-ish %
Calling it a lye is a bit harsh. Maybe it was just a mistake.

Anyway, I really like this mod, even though I am not colourblind. https://mods.factorio.com/mod/cb-science
It‘s probably to late for 1.0 but I would like it implemented in Vanilla.
by ickputzdirwech
Sun Jul 26, 2020 1:09 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 45004

Re: Friday Facts #357 - Nuke

That is NOT how nuclear reactors explode or meltdown. Only in movies do they create a mushroom cloud, real life is very different. The "explosion" in real life is just the mass amount of radiation released into the atmosphere, of which, this game does not have (radiation). So, even if the...
by ickputzdirwech
Fri Jul 24, 2020 9:11 am
Forum: Ideas and Suggestions
Topic: Add "NOT" operator in Train Schedules
Replies: 4
Views: 1312

Re: Add "NOT" operator in Train Schedules

"NOT full cargo inventory" can be used to prevent a train from leaving an unloading station if nothing was unloaded. This is useful in setups where you aren't trying to completely unload a train but have a clocked rail system where it stays at the unloader for X seconds and then moves on ...
by ickputzdirwech
Thu Jul 23, 2020 2:55 pm
Forum: Won't fix.
Topic: [0.18.36] Efficiency module internal name is effectivity-module
Replies: 11
Views: 2743

Re: [0.18.36] Efficiency module internal name is effectivity-module

I'd rather have people learn how/where to look up internal names/learn how to use rich text without needing internal names than break many mods and countless blueprints. Seriously, we have 2 (+1 for vanilla only) extremely easy ways to look up internal names by now, it shouldn't be too bad. I didn'...
by ickputzdirwech
Thu Jul 23, 2020 2:40 pm
Forum: Won't fix.
Topic: [0.18.36] Efficiency module internal name is effectivity-module
Replies: 11
Views: 2743

Re: [0.18.36] Efficiency module internal name is effectivity-module

It‘s a dilemma. If you change it, existent mods will brake and people who are used to the internal names being different get confused. If you keep it as it is, new modders (and developers) might get confused when stuff isn‘t working as they expected. One thing I noticed is that the graphics icon of ...
by ickputzdirwech
Wed Jul 22, 2020 12:04 pm
Forum: Off topic
Topic: [web] Multiple visual issues with new design/design suggestions
Replies: 1
Views: 4121

Re: [web] Multiple visual issues with new design/design suggestions

Since this is already a multi issues topic I thought it might be best to just add some things I noticed: 1. mods.factorio.com missed "sign up" on top right corner Sign up missing.jpg 2. sign up page Inconsistent names for the fields "Password:" and "Email²" Grey text in...
by ickputzdirwech
Wed Jul 22, 2020 11:03 am
Forum: Resolved Problems and Bugs
Topic: [Sanqui] [Website] 404 after log in on mod portal
Replies: 1
Views: 774

[Sanqui] [Website] 404 after log in on mod portal

Steps to reproduce: login on any page on mods.factorio.com eg mods.factorio.com/trending and toggle "remember me" click on log out click on log in again As seen in the image below you are then send to whatever page you were on but without "mods." wich results in the 404. 404.jpg
by ickputzdirwech
Fri Jul 10, 2020 9:34 am
Forum: General discussion
Topic: Nooby question on Mod loading/map settings.
Replies: 3
Views: 744

Re: Nooby question on Mod loading/map settings.

The easiest way ist to create a new save with the mods you want an send the save game to your friends. They then can click on the sync-mods-with-save-button. In Windows your saves are in: Users/user/AppData/Roaming/Factorio/saves Another way is to just enable all mods you want and then send the mod-...
by ickputzdirwech
Fri Jun 26, 2020 9:42 am
Forum: General discussion
Topic: I CLICKED THE ROCKET
Replies: 6
Views: 2383

Re: I CLICKED THE ROCKET

Ghoulish wrote:
Thu Jun 25, 2020 7:29 pm
Best way to get back to the top of the page ever!
Is it supposed to work that way? Because for me it doesn't.
by ickputzdirwech
Tue Jun 09, 2020 8:45 pm
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 16213

Re: Suggestion to change Whitelist/Blacklist terms

OMG i can't believe this topic even exists. What's next? Vegans complaining about biter kills? Environmentalists complaining about pollution? Cyclists complaining about the car. Workers complaining about robots. That is absolutely off topic. I would count my self to three of the four groups you nam...
by ickputzdirwech
Tue Jun 09, 2020 8:30 am
Forum: Ideas and Suggestions
Topic: Rename an Achievement
Replies: 3
Views: 962

Re: Rename an Achievement

Koub wrote:
Tue Jun 09, 2020 7:51 am
Like that, one would trade something everybody can understand to something even Google doesn't know
Agreed. How about a quote from Yoda:

"Much to learn you still have." or "Ready are you? What know you of ready?"

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