Search found 65 matches
- Thu Dec 28, 2017 9:38 pm
- Forum: Implemented Suggestions
- Topic: Has Mod Autodownload actually been implemented
- Replies: 2
- Views: 1353
Has Mod Autodownload actually been implemented
From this thread in implemented suggestions : https://forums.factorio.com/viewtopic.php?f=66&t=49355 I was wondering if it has actually been implemented. It is on the roadmap for 0.16, but I have not seen it in the change-log anywhere, and my (albeit simple) testing has not shown that it has bee...
- Fri Dec 15, 2017 10:39 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 58438
Re: Friday Facts #221 - 0.16 is out
On Compression: Imo, all forms of input onto a belt should compress IF there is enough space to push the rest of the items back within 1 or 2 belts. In this manner, you can deal with compression issues to something like 95% compression without needing a splitter, but complete compression would requi...
- Thu Dec 14, 2017 11:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.2] Map colors: major visibility issues
- Replies: 15
- Views: 6546
Re: [GFX] [16.2] Map colors: major visibility issues
Suggestion for this: allow players to adjust map colors themselves in the options. Extension to this would be the ability to load a config file that has the colors and settings. I am ... less than thrilled myself about certain choices on map coloration, and would like to be able to set, if not each ...
- Wed Dec 13, 2017 9:40 pm
- Forum: Implemented Suggestions
- Topic: Multiplayer Modded Server auto download mods
- Replies: 6
- Views: 4648
Re: Multiplayer Modded Server auto download mods
So, "Allow loading games with different mod settings (and automatically download the mods if necessary)" is in the road map, but it appears that with the release of 0.16.1 it is not yet implemented. I can understand this and was wondering if it was pushed it 0.17, or just later in 0.16.x. ...
- Sun Nov 12, 2017 2:41 am
- Forum: Modding help
- Topic: [15.37] mod handlers not identical between you and server
- Replies: 5
- Views: 2170
Re: [15.37] mod handlers not identical between you and server
It appears that the error only starts after the following script is run /c script.on_event(defines.events.on_tick, function(event) rotime = 5 alphatime = 20 round = rotime*60 tick = event.tick%round red = 0 green = 0 blue = 0 alpha = 0 if (tick < (round / 3)) then green = tick red = (round/3)-tick b...
- Fri Oct 13, 2017 8:41 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 64272
Re: Friday Facts #212 - The GUI update (Part 1)
Finally, I personally have always found it difficult to parse the train logic, so I am not always sure in what order the AND and OR conditionals apply. It may be useful to add parenthesis type conditionals or something to make it easier to read. It doesn't solve the issue of it not being intuitive ...
- Fri Oct 13, 2017 8:08 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 64272
Re: Friday Facts #212 - The GUI update (Part 1)
Something that comes to mind is the ability to add trains to a route that has been made by other trains. A number of people use a large number of trains for one back and forth, so it would be nice to be able to make a train route, and save that route globally. Then you can edit the route, and all tr...
- Fri Aug 11, 2017 8:57 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69194
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
If you want my opinion, the engine rewrite should be PART OF 0.16, or 0.17 at the latest, and probably THE ONLY thing in that particular update. At the worst, Factorio should not have a 1.0 version until the main engine is threaded. The engine has nothing to do with threading. It's entity <> entity...
- Fri Aug 11, 2017 7:58 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69194
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Decouple draw logic. It already is. Decouple routing decisions. Keep a separate path network (robots, TRAINS) and handle pathfinding on separate threads. Not feasible. Routes become invalid during game updates which means you can't calculate a path while the game updates. Routes also effect the cos...
- Fri Aug 11, 2017 6:28 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69194
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
I may be wrong in posting this but: The example that you gave of having the buffers act as a requested items storage space, presuming that you have multiple, each of which is fully supplied, Will the bots draw from the closest one full route? I remember that the bot logic was still a little bit brok...
- Sun Jun 18, 2017 11:12 pm
- Forum: Not a bug
- Topic: [15.x (9+)] blueprint not copying gate circuit condition...
- Replies: 1
- Views: 1000
[15.x (9+)] blueprint not copying gate circuit condition...
https://www.youtube.com/watch?v=hTQmRPM9fXM&feature=youtu.be&t=17m10s Zisteau took a blueprint of a rail segment to create a rainbow road when he ran through the gates. The light values were copied, but not the gate network conditions. Tested in 15.21 base to confirm that a base light-wall-g...
- Fri May 19, 2017 5:33 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 149761
Re: Friday Facts #191 - Gui improvements
Minor nitpick: F1/F2/F3 are bad ideas since lots of modern laptops/keyboards don't have them (or rather, require fn+BrightnessDown to achieve F1). presuming the devs dont go insane, those should be rebind-able. Though, it may be pertinent to change the default. I agree. Outside that, I think that s...
- Wed May 10, 2017 5:43 pm
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 53467
Re: Version 0.15.10
Edit: wrong place for this comment. searched the suggestion forums and it is planed for 0.16 anyway. Considering that it can detect mod discrepancies, would it be possible to have a button that says "automatically reconfigure and relaunch" or something that would check, download and turn o...
- Fri Apr 07, 2017 4:13 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 48478
Re: Friday Facts #185 - Progress report
I will only say, I am INCREDIBLY happy with the way that night vision looks. The colorless but still visible look is absolutely beautiful.
- Fri Feb 10, 2017 4:32 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 51791
Re: Friday Facts #177 - Difficulty settings
Something that I Would like to see UI wise is the changing of the basic terrain gen options selection to not use drop down menus. A large part of this is the fact that the drop downs are slow to change if you have to change every single option to large from normal for example. I don't know how the b...
- Fri Dec 09, 2016 6:28 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73929
Re: Friday Facts #168 - Nightvision Nightmare
Ill be honest, The night vision is still terrible, no matter how you look at it. I intend to use a mod that just removes the green. If you do keep up with the terrible green effect, please let the color be a choice for someone to make, or even to turn it off altogether as a game setting. Colorblindn...
- Fri Oct 14, 2016 6:26 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 115243
Re: Friday Facts #160 - Playtesting
I just remembered something that actually 100% needs to be added. if you chose to play the game without spawning biters, (such a myself or Arumba) The final tier of science and items NEED to be craft able. As it stands right now, it is possible to set up a single option on the start panel such that ...
- Fri Oct 14, 2016 5:10 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 115243
Re: Friday Facts #160 - Playtesting
Something thing that I think needs to be added if you do mark 2 steam engines and boilers is steel pipes, or pipes that can move more fluid in general to match consumption/production at a mark 2 level.
- Wed Aug 03, 2016 1:29 am
- Forum: Resolved Problems and Bugs
- Topic: Mod Portal: Mod name character limitation necessary
- Replies: 11
- Views: 4107
Re: UI Issue with mod portal.
This makes it very difficult to sort and quickly find popular mods such as RSO that are integral to other mods. (there are multiple versions/authors)
- Sat Jul 23, 2016 2:51 am
- Forum: Duplicates
- Topic: [0.13.10] linux build crashing to desktop when crafting
- Replies: 4
- Views: 1507
[0.13.10] linux build crashing to desktop when crafting
A friend and I had a game on 0.13.9 that we moved to .10 today. After a short peroid of time, the game crashed to desktop on my friends system. He is using Linux Debian. I am using Win 7. We loaded a new world to replicate the error. This was a fresh game, and after I crafted an item, his game would...