This kind of proves my point, you don't get any information from these, but you do get an annoying alarm sound...bobingabout wrote:I don't even bother going to investigate these things untill I get a "something was destroyed" alert.
Search found 193 matches
- Fri May 22, 2015 4:02 pm
- Forum: Implemented Suggestions
- Topic: Disable alerts for mundane combat
- Replies: 8
- Views: 7358
Re: Disable alerts for mundane combat
- Fri May 15, 2015 1:32 pm
- Forum: Implemented Suggestions
- Topic: Disable alerts for mundane combat
- Replies: 8
- Views: 7358
Disable alerts for mundane combat
This is a follow up to this , where I complained about the alert when a wall is damaged.
With the introduction of spitters the problem is worse, since damaged turrets are also a matter of course.
This is not how alerts should work. Alerts should sound when something bad happens that requires my ...
With the introduction of spitters the problem is worse, since damaged turrets are also a matter of course.
This is not how alerts should work. Alerts should sound when something bad happens that requires my ...
- Fri Apr 03, 2015 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19][slpwnd] Production window stats highly inaccurate
- Replies: 9
- Views: 9341
Re: [0.11.19][slpwnd] Production window stats highly inaccurate
Happy to see this finally resolved. Ironically, it has been exactly 1 year since my last report on the issue:
https://forums.factorio.com/forum/viewtopic.php?f=11&t=2103&start=10#p22419
I didn't feel like dedicating the time to fight for this to be fixed at the time, and hoped it would be resolved ...
https://forums.factorio.com/forum/viewtopic.php?f=11&t=2103&start=10#p22419
I didn't feel like dedicating the time to fight for this to be fixed at the time, and hoped it would be resolved ...
- Fri Mar 20, 2015 2:53 pm
- Forum: Not a bug
- Topic: [0.11.8] Shotgun fires when game is unpaused
- Replies: 13
- Views: 14636
Re: [0.11.8] Shotgun fires when game is unpaused
People don't actually release one button and then the other, they release both simultaneously
I don't. Do you? That's a weird way of doing it.
Of course.
What's weird about it? You currently have both buttons pressed. You want neither button to be pressed. The most natural way to do it is to ...
I don't. Do you? That's a weird way of doing it.
Of course.
What's weird about it? You currently have both buttons pressed. You want neither button to be pressed. The most natural way to do it is to ...
- Sat Mar 07, 2015 5:45 pm
- Forum: Not a bug
- Topic: [0.11.8] Shotgun fires when game is unpaused
- Replies: 13
- Views: 14636
Re: [0.11.8] Shotgun fires when game is unpaused
Most people should release space then shift. Also if it really becomes an issue you can rebind the pause or shoot key.
It is considered a minor issue for now.
People don't actually release one button and then the other, they release both simultaneously and then it's essentially random which is ...
It is considered a minor issue for now.
People don't actually release one button and then the other, they release both simultaneously and then it's essentially random which is ...
- Tue Jan 13, 2015 12:00 am
- Forum: Not a bug
- Topic: [0.11.8] Shotgun fires when game is unpaused
- Replies: 13
- Views: 14636
Re: [0.11.8] Shotgun fires when game is unpaused
PS. This only happens if first shift is released, and then space.
- Mon Jan 12, 2015 10:54 pm
- Forum: Not a bug
- Topic: [0.11.8] Shotgun fires when game is unpaused
- Replies: 13
- Views: 14636
Re: [0.11.8] Shotgun fires when game is unpaused
playing solo, you can pause the game with "escape", so no shotgun problem
playing MP, it is also possible, but you have next to click "pause game", it's a bit longer, but no keyboard conflict
I often need to see the world while paused, so the escape menu isn't a sufficient solution.
playing MP, it is also possible, but you have next to click "pause game", it's a bit longer, but no keyboard conflict
I often need to see the world while paused, so the escape menu isn't a sufficient solution.
- Fri Jan 09, 2015 1:46 pm
- Forum: Not a bug
- Topic: [0.11.8] Shotgun fires when game is unpaused
- Replies: 13
- Views: 14636
Re: [0.11.8] Shotgun fires when game is unpaused
Once we didn't move the bug to not bug or minor issues, it is just waiting to be processed, I hope to clear the bug reports section eventually.
But I hope you understand that this is 2 levels lower priority than MP crashing, trains going off path and similar stuff.
Sure, no problem, I just ...
But I hope you understand that this is 2 levels lower priority than MP crashing, trains going off path and similar stuff.
Sure, no problem, I just ...
- Thu Jan 08, 2015 9:53 pm
- Forum: Not a bug
- Topic: [0.11.8] Shotgun fires when game is unpaused
- Replies: 13
- Views: 14636
Re: [0.11.8] Shotgun fires when game is unpaused
So... Am I the only one with this problem?
- Sun Jan 04, 2015 11:08 pm
- Forum: Not a bug
- Topic: [0.11.8] Shotgun fires when game is unpaused
- Replies: 13
- Views: 14636
[0.11.8] Shotgun fires when game is unpaused
The default key bindings for shooting is space, for pausing and unpausing shift+space.
If a shotgun is selected and the game is unpaused, the "space" from the unpausing sequence triggers the shooting, and I'm shooting without intention to do so - typically, in the middle of my base with lots of ...
If a shotgun is selected and the game is unpaused, the "space" from the unpausing sequence triggers the shooting, and I'm shooting without intention to do so - typically, in the middle of my base with lots of ...
- Mon Dec 29, 2014 5:38 pm
- Forum: Modding help
- Topic: Changing assembling machine animation speed (Version 0.11+)
- Replies: 0
- Views: 1186
Changing assembling machine animation speed (Version 0.11+)
In my Zlowdown mod, I have reduced the crafting_speed of assembling machines. In version 0.10 this worked without problem. In version 0.11, apparently reducing the crafting speed also reduces the speed of the animation, which is undesired. How do I modify the animation speed back to the correct ...
- Sun Aug 24, 2014 9:43 am
- Forum: Implemented Suggestions
- Topic: Disable alert for damaged wall
- Replies: 3
- Views: 5024
Re: Disable alert for damaged wall
hmm, while i do agree that later game when you get flooded with 300 notifications from 15 different attacks at the same time does get annoying, early game i want that information the way it is now.
A setting in the options would work just fine for something like this though. Because when it comes ...
A setting in the options would work just fine for something like this though. Because when it comes ...
- Tue Aug 19, 2014 7:37 pm
- Forum: Implemented Suggestions
- Topic: Disable alert for damaged wall
- Replies: 3
- Views: 5024
Disable alert for damaged wall
Currently, whenever any building is damaged, including a wall, a red alert sounds.
This is so obviously wrong that I can't believe this hasn't been changed yet, and I was tempted to classify it as a bug report. Walls are supposed to be damaged, I want to be alerted when actually something bad is ...
This is so obviously wrong that I can't believe this hasn't been changed yet, and I was tempted to classify it as a bug report. Walls are supposed to be damaged, I want to be alerted when actually something bad is ...
- Tue Aug 19, 2014 4:40 pm
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14287
Re: [MOD 0.9.x +] Zlowdown v1.6
Version 1.6 is released, with one small but important change:
Trains - The weight of all locomotives and cargo wagons is increased. This slows down their acceleration and the maximal speed that air resistance will allow. The max speed attribute is not affected, which is meaningful mostly with a ...
Trains - The weight of all locomotives and cargo wagons is increased. This slows down their acceleration and the maximal speed that air resistance will allow. The max speed attribute is not affected, which is meaningful mostly with a ...
- Sat Aug 16, 2014 11:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6][slpwnd] ghost keep alive when placing rail over r
- Replies: 4
- Views: 4306
Re: [0.10.6][slpwnd] ghost keep alive when placing rail over
This could make a nice tower defense game.slpwnd wrote:ghosts vs. rails
- Sat Aug 16, 2014 5:28 pm
- Forum: Questions, reviews and ratings
- Topic: Mod filename rules for 0.10.7 and later
- Replies: 29
- Views: 40345
Re: Mod filename rules for 0.10.7 and later
to solve this, don't change the name of the directory, but open the json file and change the name of the mod to what the directory is named
Hmm... The error message I got on loading confused me. I thought adding the version number was mandatory (and this, of course, cannot be worked around by ...
Hmm... The error message I got on loading confused me. I thought adding the version number was mandatory (and this, of course, cannot be worked around by ...
- Fri Aug 15, 2014 3:05 pm
- Forum: Questions, reviews and ratings
- Topic: Mod filename rules for 0.10.7 and later
- Replies: 29
- Views: 40345
Re: Mod filename rules for 0.10.7 and later
WTF... Now instead of being able to relax and play the game, I get a ton of error messages which I have no idea how to fix. I changed the mod folder, now there's something about the graphics...
I guess it's my fault for not reading the changelog before upgrading, but I didn't expect something that ...
I guess it's my fault for not reading the changelog before upgrading, but I didn't expect something that ...
- Thu Jul 10, 2014 2:43 pm
- Forum: Modding discussion
- Topic: Mod = modification
- Replies: 3
- Views: 6330
Re: Mod = modification
Problem: There are threads that mention "modules" but don't talk about the in-game "module" items.
Solution: Create a thread that mentions "modules" but doesn't talk about the in-game "module" items.
Solution: Create a thread that mentions "modules" but doesn't talk about the in-game "module" items.
- Thu Jul 03, 2014 5:26 pm
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14287
Re: [MOD 0.9.x +] Zlowdown v1.5
Cool mod, I'll probably use it, but one minor gripe:
Why does fuel value scale with the time scale? Wouldn't it be better just to divide the energy consumption of all machines by the time scale? That would make more sense to me.
That's definitely an alternative method that I've considered ...
Why does fuel value scale with the time scale? Wouldn't it be better just to divide the energy consumption of all machines by the time scale? That would make more sense to me.
That's definitely an alternative method that I've considered ...
- Thu Jul 03, 2014 6:38 am
- Forum: Ideas and Suggestions
- Topic: Allow interaction with UI even when paused
- Replies: 21
- Views: 10646
Re: Allow interaction with UI even when paused
I agree with the OP.
I'll point out that unless I'm imagining things, this actually got worse in 0.10 - now you can't find out the contents of a chest, where you could before.
As a shameless plug, my Zlowdown mod reduces the need to pause to plan in the first place. Or not, I slowed down by a ...
I'll point out that unless I'm imagining things, this actually got worse in 0.10 - now you can't find out the contents of a chest, where you could before.
As a shameless plug, my Zlowdown mod reduces the need to pause to plan in the first place. Or not, I slowed down by a ...