Search found 141 matches
- Sat May 26, 2018 5:30 pm
- Forum: Gameplay Help
- Topic: logistic drone visualization on/off
- Replies: 0
- Views: 597
logistic drone visualization on/off
I'm looking for a way to turn off logistic or all flying robots visualization, temporary. As I suppose from Friday facts #244, they are all rendered into separate graphical overlay. I think there should be a way to turn it off. Anyone know how to do it via hotkey or console command? I'd like to turn...
- Tue May 22, 2018 4:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [SOLVED][0.16.44] technology price multiplier sets = 1
- Replies: 12
- Views: 9844
Re: [0.16.44] technology price multiplier sets = 1
Same problem for me. All research that use white space potions is now cost 1. Without mods. Map was originally generated in 0.15. Using steam client, with enabled experimental, auto update. Restarting game does not help. After selecting Factorio-properties-betas-0.16.43 everything turned back to nor...
- Sun May 20, 2018 11:14 pm
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 24429
Re: Pollution is counter-intuitive?
Factorio, even without mods, have a lot of options. I think there are quite enough options related to biters behavior and pollution, to fine tune those factors as much as you like. Current default pollution+biter mechanics is very easy to understand, and it add some random elements (and fun) to auto...
- Sun May 13, 2018 8:21 pm
- Forum: Ideas and Suggestions
- Topic: Any advanced belt mechanics/tools for later game?
- Replies: 7
- Views: 2313
Any advanced belt mechanics/tools for later game?
While I build a base to launch my 1st rocket or several rockets, using belts, it's quite comfortable and good. But when I'm trying to build a bigger base, I always meet a lot of problems in item distribution using belts. Single blue belt does not provide enough throughput, and balancing 3-4 belts ca...
- Sat Jan 06, 2018 8:00 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102974
Re: 0.16 Map generation Feedback
One of disadvantages of 0.16 map generator was absence of big islands, rivers, big lakes. Looking on other topic - https://forums.factorio.com/viewtopic.php?f=5&t=55596 , at last someone found a seed [3974660741 + water normal/very big] to create very nice looking island, quite big one. So far I...
- Mon Jan 01, 2018 3:56 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102974
Re: 0.16 Map generation Feedback
Since 0.16 map generator has some unsolved problems, from part of player community, and we asks, is it hard to have an option "use 0.15" map generation"? I do not think it's really problematic to have this option, while dev's will think what and how needed to be fixed/reworked in a ne...
- Mon Jan 01, 2018 1:37 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102974
Re: 0.16 Map generation Feedback
If dev's would took a new year break, it's fully understandable, but since they keeping to do bug fixes and new releases, could we have a word about map problems? When will it be fixed, and which way? A lot of players missing 0.15 type maps with bigger water areas! And questionable resource generati...
- Tue Dec 26, 2017 11:35 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102974
Re: 0.16 Map generation Feedback
Is it me or do the maps barely have any enemies in them? In preview with highest settings I barely saw any enemies. Compared to the older map generator where with the highest setting, once you left starting area, there was impassable wall of enemy bases and thousands of bitters just waiting to kill...
- Sat Dec 23, 2017 11:19 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102974
Re: 0.16 Map generation Feedback
Is map generator moddable?
I mean terrain generation, not resource allocation - that can be modded since Bob and RSO do it.
I mean terrain generation, not resource allocation - that can be modded since Bob and RSO do it.
- Wed Dec 20, 2017 10:50 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102974
Re: 0.16 Map generation Feedback
I'm also unsatisfied with 0.16 map generation. I've carefully read whole thread. It seems to me that quite a few players, me included, likes to have a base between several big lakes. So we can defend passages, not whole square perimeter of a base. Actual reasons might be different - including aesthe...
- Sat Dec 09, 2017 7:56 pm
- Forum: General discussion
- Topic: Why defending is a dilemma and enemies need polish
- Replies: 28
- Views: 11013
Re: Why defending is a dilemma and enemies need polish
I usually reroll a map until I see some big lakes around, because building a square walls around whole factory is too long and no so fun. For most peaceful living, from my point of view, I need quite lager area, so all pollution from main factory and energy complex stays inside my fence. Some mining...
- Sat Dec 09, 2017 7:38 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 77229
Re: Friday Facts #220 - The best Friday Facts ever
I just like to say, that I'm so happy about announced 0.16 release.
- Thu Nov 30, 2017 6:29 pm
- Forum: Maps and Scenarios
- Topic: how to generate a preview for a map string?
- Replies: 2
- Views: 6202
Re: how to generate a preview for a map string?
A little .lua program + a .cmd file can do that (had to write both myself), while I still think there should be a standard Factorio way to create an image from a map string, that I just did not found.
- Thu Nov 30, 2017 1:39 pm
- Forum: Maps and Scenarios
- Topic: how to generate a preview for a map string?
- Replies: 2
- Views: 6202
how to generate a preview for a map string?
I can't find a way to generate a map preview picture for a string. I dunno how to pass a map string in command line, so I launched Factorio normally, generated a new map with a map string, saved it, then tried to launch command line: factorio --generate-map-preview map20.bmp --map-preview-size 3000 ...
- Sun Nov 26, 2017 10:10 pm
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 10892
Re: Early game should require less tree removal from ore patches
I think variety is a good thing. So if I got some trees around starting area I'll chop them down or reroll, depending on my goals for this game. More annoying are trees on a car trips around, I often collide with them. But I dunno will it be good if we see less trees, or bad, since they prevent poll...
- Sat Nov 25, 2017 10:35 am
- Forum: Releases
- Topic: Version 0.15.38
- Replies: 32
- Views: 22115
Re: Version 0.15.38
Could be nice to hear when we will see .16 release. At least a month. Or dev's thinks it's a bad idea to announce until it's 100% ready?
- Mon Nov 20, 2017 8:23 pm
- Forum: Modding help
- Topic: inventory window height - how to modify it?
- Replies: 6
- Views: 2791
Re: inventory window height - how to modify it?
Looking in Factorio API. There is a class LuaStyle , that has property maximal_height :: int [RW] There is a reference there to LuaGuiElement, and sample game.player.gui.top.add{type="label", name="greeting", caption="Hi"} game.player.gui.top.greeting.caption = "He...
- Mon Nov 20, 2017 7:01 pm
- Forum: Modding help
- Topic: inventory window height - how to modify it?
- Replies: 6
- Views: 2791
Re: inventory window height - how to modify it?
No one knows? Or it's technically difficult? I thought all interface windows have some properties, like current height. For inventory it's probably recalculated every time when something adds a new recipe to available list. But there should be maximum allowed height, that is probably calculated at t...
- Sat Nov 18, 2017 7:19 pm
- Forum: Modding help
- Topic: inventory window height - how to modify it?
- Replies: 6
- Views: 2791
inventory window height - how to modify it?
Where and how to change maximum allowed vertical size of inventory window? Console command? Config string? More detailed explanation, why I want it: When I play vanilla mode inventory window have reasonable size. As soon as I try to play with mods (like Bob's or Angel's) inventory window grows from ...
- Fri Nov 10, 2017 10:11 pm
- Forum: Ideas and Suggestions
- Topic: Biome resource variation
- Replies: 15
- Views: 7966
Reasons to explore: new ores; different biomes; etc.
In other topics, devs were speaking about '"should be some reason to explore the map". I do agree with it. In whole, a player should have much more motivation to explore around. I'm writing this post using impressions from 0.15.37 version of the game. 1. Different biomes, like in Alien Bio...