Search found 141 matches

by Dixi
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...
by Dixi
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...
by Dixi
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...
by Dixi
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...
by Dixi
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...
by Dixi
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...
by Dixi
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...
by Dixi
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...
by Dixi
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.
by Dixi
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...
by Dixi
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...
by Dixi
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. ;-)
by Dixi
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.
by Dixi
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 ...
by Dixi
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...
by Dixi
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?
by Dixi
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...
by Dixi
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...
by Dixi
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 ...
by Dixi
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...

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