Search found 214 matches
- Mon Apr 30, 2018 11:42 pm
- Forum: General discussion
- Topic: How come GOG.com is still on version 0.15?
- Replies: 3
- Views: 1151
Re: How come GOG.com is still on version 0.15?
They are "slow on updates", but that's normally like a day or two, not over a month. Seems more like the devs either neglected to send them the update, or chose to hold off for some reason. Just wanted to make sure it wasn't an oversight. Not sure what money has to do with it, it's only 1 ...
- Mon Apr 30, 2018 10:49 pm
- Forum: General discussion
- Topic: How come GOG.com is still on version 0.15?
- Replies: 3
- Views: 1151
How come GOG.com is still on version 0.15?
Not a huge deal since people can key the serial key and then update through this site or the built-in updater, but since 0.16.36 was declared stable, shouldn't that version be the default version for new players?
Just wanted to make sure my fellow GOG users don't get forgotten.
Just wanted to make sure my fellow GOG users don't get forgotten.
- Thu Apr 19, 2018 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Something to replace the "steel axe" character slot
- Replies: 10
- Views: 2178
Re: Something to replace the "steel axe" character slot
Since manual mining does become irrelevant fairly quick (though it should be noted that mining speed affects removing buildings too), here's an "out there" idea: The picks also serve as melee weapons should you be otherwise unarmed, so upgrades could take it more in that direction. This wo...
- Thu Apr 19, 2018 6:17 pm
- Forum: Implemented Suggestions
- Topic: indicator for mines that ran out of deposits
- Replies: 55
- Views: 25659
Re: Depleted mines: Status icon
This would be a nice addition.
- Thu Apr 19, 2018 5:42 pm
- Forum: Gameplay Help
- Topic: Something Wrong with Train Path Finding
- Replies: 24
- Views: 7988
Re: Something Wrong with Train Path Finding
Regardless of the fact that OP has created a very strange setup, it's still an interesting question why the train does that. I did a quick test and passing through disabled train-stops still seem to have the same penalty, so I don't think that's it. For testing purposes, what would happen if you rem...
- Thu Apr 19, 2018 4:56 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 47390
Re: Friday Facts #238 - The GUI update (Part II)
Brilliant, this is way better!hitzu wrote:My suggestion where to put action buttons.blubb
- Fri Mar 30, 2018 6:37 pm
- Forum: News
- Topic: Friday Facts #236 - Building a rollup
- Replies: 63
- Views: 37528
Re: Friday Facts #236 - Building a rollup
The only trouble is I feel like a person seeing that and knowing nothing about the game might not understand that Factorio is about building something like that. "Huh, looks like a game about managing a huge factory or something, that doesn't sound very fun." In my opinion the timelapse is...
- Sat Mar 24, 2018 3:33 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 45291
Re: Friday Facts #235 - 0.16 stable
Can't tell if serious, but it is (would be) a player vehicle. If it bothers you, just don't build it.Avezo wrote:Arachnophobia is not a joke, why would any developer introduce spiders to alienate part of potential customers?
- Sat Jan 20, 2018 7:48 pm
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 28270
Re: Mining Outpost, how do you make them?
If you're gonna deliver steam, why not use nuclear steam and a turbine? It has about three times the energy density.
- Fri Jan 19, 2018 9:12 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 35753
Re: Friday Facts #226 - New mod portal & other news
Actually I did notice because the mod portal suddenly started working in my main browser, which is a badly outdated copy of Firefox. I'm sure compatibility with old browsers isn't high on your priorities, but none-the-less it's nice. Probably speaks well for the site in terms of general robustness a...
- Tue Jan 16, 2018 2:45 am
- Forum: General discussion
- Topic: Alien pollution absorber
- Replies: 2
- Views: 1440
Re: Alien pollution absorber
There are mods that let you create water, it's not possible in the standard game. (Mainly because creating indestructible walls is kinda cheesy.)
Also you'd have to make sure your moat, be it natural or otherwise, was wider than spitting distance.
Also you'd have to make sure your moat, be it natural or otherwise, was wider than spitting distance.
- Mon Jan 15, 2018 10:57 pm
- Forum: General discussion
- Topic: Legacy Train Station Names
- Replies: 5
- Views: 2331
Re: Legacy Train Station Names
Personally I would prefer it only be used for things that can also be named manually (so pretty much just train stops, currently). It kind of makes sense in that case, they need some kind of default name, and these are as good as any. I've never seen one I recognized, but some of them are kind of am...
- Mon Jan 15, 2018 10:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.16] Control can be "Shift+Not set"
- Replies: 1
- Views: 1637
[0.16.16] Control can be "Shift+Not set"
ShiftNotSet.jpg As you can see these are mod-related controls, unsure if it can happen with the vanilla ones. Anyway, what happened is I right-clicked some of the commands to unset them, because I didn't plan on using them and didn't want to activate them by mistake or worry about conflicts. Initia...
- Mon Jan 15, 2018 6:07 am
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 28270
Re: Mining Outpost, how do you make them?
In my last game, the first one where I seriously got into trains, I made a set of blueprints with two rails and large electric poles in between them. So that way I can do the rails and more or less power takes care of itself. Plus high power lines along railroad tracks are a common sight IRL, so it ...
- Mon Jan 15, 2018 5:24 am
- Forum: Ideas and Suggestions
- Topic: Returning Auto Trash to main inventory
- Replies: 8
- Views: 2420
Re: Returning Auto Trash to main inventory
That's a good point. I'm not saying you what you suggest is a bad idea, I'm just a little leery of the game making assumptions about what I want. For example, I might set an auto-trash limit of 50 for coal. This means "if I'm carrying more than 50 coal I don't want it", it doesn't necessar...
- Sun Jan 14, 2018 7:58 am
- Forum: Ideas and Suggestions
- Topic: Rework Reactor Neighbor Bonus to Promote Interesting Layouts
- Replies: 3
- Views: 1799
Re: Rework Reactor Neighbor Bonus to Promote Interesting Layouts
This seems like a good idea. What we have now really is kinda boring. I also feel that the current neighbor bonus (100%) is a little too strong. The fact that building your second reactor quadruples your power is kind of a shock! Taking non-immediate neighbors into account might help make that ramp ...
- Sat Jan 13, 2018 6:15 pm
- Forum: Ideas and Suggestions
- Topic: Shouldn't unmerging a belt be as simple as merging it?
- Replies: 36
- Views: 11549
Re: Shouldn't unmerging a belt be as simple as merging it?
Do any mods add something like this? It seems like such a simple thing, I'm just wondering if maybe there's some reason it's harder to implement than it sounds.
- Sat Jan 13, 2018 5:38 pm
- Forum: Duplicates
- Topic: [16.16]Blueprint shows incorrect fluid connection on factory
- Replies: 3
- Views: 1095
Re: [16.16]Blueprint shows incorrect fluid connection on factory
This has been mentioned before, and unfortunately they didn't think it was worth fixing for some reason. Perhaps now that the game is entering more of a polishing stage they're reconsider. I know it's not a very big deal, it's just one of those things that's so clearly wrong that it really should to...
- Sat Jan 13, 2018 2:35 am
- Forum: Not a bug
- Topic: [16.16] ctrl+right-click works oddly with non-stacking items
- Replies: 2
- Views: 902
Re: [16.16] ctrl+right-click works oddly with non-stacking items
The rule is, it will transfer half of every stack (of one type if clicked on specifically), rounded down but at least one item, I don't see any of your examples breaking that. So basically ctrl+right-clicking just automates shift+right-clicking every stack? Huh. I guess that does explain the behavi...
- Sat Jan 13, 2018 1:17 am
- Forum: Not a bug
- Topic: [16.16] ctrl+right-click works oddly with non-stacking items
- Replies: 2
- Views: 902
[16.16] ctrl+right-click works oddly with non-stacking items
Normally ctrl+right-click means transfer half. But it does unexpected things when the items involved don't stack (e.g. artillery shells or nuclear fuel). Note that this normally doesn't have anything to do with stack size (that would be shift+right-click), so I don't see why it should be different. ...
