The 15 release made me play again after a year! Obviously awesome release. But two things I noticed:
When building something but wanting to cancel it, right mouse click and/or esc are expected to do that in builder games. Only 'q' is unintuitive.
Trees still very faint on the map and minimap. They ...
Search found 102 matches
- Wed Apr 26, 2017 12:33 am
- Forum: Releases
- Topic: Version 0.15.2
- Replies: 50
- Views: 48550
- Sat Feb 18, 2017 1:18 am
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 44
- Views: 39588
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
Ideally it'd activate the matching mods (and deactivate others, unless maybe harmless things like graphics only?) when joining server without restart of game. And download mods you don't have from the server automatically. And manage multiple versions of mods if needed. And if mod has error, no too ...
- Tue Dec 13, 2016 1:19 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 115481
Re: Friday Facts #168 - Nightvision Nightmare
How about for nightvision just normal day color, with some green effect only on the borders of the screen?
- Sat Dec 10, 2016 1:41 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 115481
Re: Friday Facts #168 - Nightvision Nightmare
Speaking about the campaign: it would be awesome to extend it with new levels that go towards the final rocket mechanic!
- Sat Dec 03, 2016 1:04 am
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 85653
Re: Friday Facts #167 - Reactors Operational
Very excited about nuclear power :)
I wonder one thing: the current boilers, those made bigger here, are those for coal right?
What do they have to do with nuclear power? They're for coal... the nuclear plant should heat up steam right in its reactor, in a closed water circuit (because it's ...
I wonder one thing: the current boilers, those made bigger here, are those for coal right?
What do they have to do with nuclear power? They're for coal... the nuclear plant should heat up steam right in its reactor, in a closed water circuit (because it's ...
- Fri Nov 18, 2016 11:09 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 66786
Re: Friday Facts #165 - Death by a thousand cuts
"a test render to see how the new train models will hold up in higher resolution settings"
Myep, looks like they're holding up
Myep, looks like they're holding up
- Thu Mar 24, 2016 11:41 am
- Forum: Ideas and Suggestions
- Topic: Rethinking the (very) early game
- Replies: 29
- Views: 19099
Re: Rethinking the (very) early game
I once walked extremely far away from my base to hunt alien bases. My piercing shotgun shells were running out! And I was too lazy to walk all the way back to my base. I had some old burner based stuff in my inventory by coincidence, and could use it to mine copper, iron and coal from nearby ...
- Wed Mar 23, 2016 4:11 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 59334
Re: Remove or Miniaturize Circuit Networks
As much as I find the suggestion to remove it very troll-ish and as much as I love circuits here, in minecraft, etc..., the original post does have a point:
Explain why big buildings giving out high power sparks to wires are needed for basic logic operations, when there are small circuit boards ...
Explain why big buildings giving out high power sparks to wires are needed for basic logic operations, when there are small circuit boards ...
- Wed Mar 23, 2016 3:54 pm
- Forum: Implemented Suggestions
- Topic: key to walk slowly
- Replies: 6
- Views: 16722
key to walk slowly
merged with existing suggestion
-- daniel34
A key to walk slowly while having fast running armor would be useful, e.g shift.
To pick up items of belts, pressure plate mods, ...
Thanks!
-- daniel34
A key to walk slowly while having fast running armor would be useful, e.g shift.
To pick up items of belts, pressure plate mods, ...
Thanks!
- Fri Mar 18, 2016 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Making trains and robots more needed
- Replies: 4
- Views: 3085
Making trains and robots more needed
Hi,
You can finish the freeplay game with rocket and sattelite perfectly fine with only transport belts.
I read the awesome wiki article https://wiki.factorio.com/index.php?title=Transport/What_Transport_for_which_case%3F
The article boils down to:
-for long distances, trains are best
-for ...
You can finish the freeplay game with rocket and sattelite perfectly fine with only transport belts.
I read the awesome wiki article https://wiki.factorio.com/index.php?title=Transport/What_Transport_for_which_case%3F
The article boils down to:
-for long distances, trains are best
-for ...
- Thu Mar 17, 2016 2:38 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 72363
Re: Friday Facts #122 - Better circuit network (Part 1)
Splitting belt sides using underground belts is also bug, but it's also great feature. http://i1.kwejk.pl/k/obrazki/2013/10/f26ea0235d1ed5be9632dc904dd1507d_gif.gif
Maybe few people use it, but still use. After changing splitter behavior they will be forced to give up that. You want to ruin others ...
Maybe few people use it, but still use. After changing splitter behavior they will be forced to give up that. You want to ruin others ...
- Thu Mar 17, 2016 1:56 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 72363
Re: Friday Facts #122 - Better circuit network (Part 1)
My worry is this:
If I have a belt with iron plates on both lanes, for max throughput. Now I want to use a splitter, to split half of it to a section of the factory that uses iron. But the main belt should keep max throughput on both lanes after the split. There may be faster belt types before the ...
If I have a belt with iron plates on both lanes, for max throughput. Now I want to use a splitter, to split half of it to a section of the factory that uses iron. But the main belt should keep max throughput on both lanes after the split. There may be faster belt types before the ...
- Thu Mar 17, 2016 11:29 am
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 72363
Re: Friday Facts #122 - Better circuit network (Part 1)
Do you mean the described "ugly" problem was fixed? In that case I had missed that. Then I'm perfectly happy with it as isNeotix wrote:Right now splitters work perfectly fine. They don't prioritize left side anymore but still work per item type. For me it's the best behavior.
- Thu Mar 17, 2016 10:33 am
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 72363
Re: Friday Facts #122 - Better circuit network (Part 1)
For the splitters, how about doing it both per lane and per item? So two per-item memories, one per lane.
The "nonsense" is pretty bad for a factory where you want to split stuff off to a section as it may halve throughput. So I vote that fixing the per-lane is most important.
But when having a ...
The "nonsense" is pretty bad for a factory where you want to split stuff off to a section as it may halve throughput. So I vote that fixing the per-lane is most important.
But when having a ...
- Tue Mar 15, 2016 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Make trees more visible in map
- Replies: 18
- Views: 11885
Re: Forst more visible on the map
Ok I +1'd it. Also looks like I accidently posted this in the wrong forum, I intended to put it in suggestions but it's in gameplay help. Sorry.
Anyway, other thread is from 2014, so I assume they don't take this suggestion
Anyway, other thread is from 2014, so I assume they don't take this suggestion
- Tue Mar 15, 2016 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Make trees more visible in map
- Replies: 18
- Views: 11885
Re: Make trees more visible in map
+1 to more visible forest, seriously...
- Tue Mar 15, 2016 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Make trees more visible in map
- Replies: 18
- Views: 11885
Forst more visible on the map
Hi,
I really need to squint and look at the right angle to my screen to see forest on the map.
Yet forest is so important for finding good vs bad paths to walk somewhere.
Colors of terrain types like desert and grass have almost no effect but those are visible on the map... in fact I often ...
I really need to squint and look at the right angle to my screen to see forest on the map.
Yet forest is so important for finding good vs bad paths to walk somewhere.
Colors of terrain types like desert and grass have almost no effect but those are visible on the map... in fact I often ...
- Tue Mar 15, 2016 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.26][Twinsen] Rocket silo % not updated if productivity
- Replies: 4
- Views: 4617
Re: [0.12.26][Twinsen] Rocket silo % not updated if productivity
Ha ha, it was indeed at 53%, awesome 
- Mon Mar 14, 2016 11:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.26][Twinsen] Rocket silo % not updated if productivity
- Replies: 4
- Views: 4617
[0.12.26][Twinsen] Rocket silo % not updated if productivity
I noticed a tiny cosmetic bug:
If the rocket silo has productivity modules, and the productivity bar is full, then one would expect the percentage to increase. But it doesn't. But when then the normal green bar is full, the percentage goes +2, so the productivity bonus at least got applied. I think ...
If the rocket silo has productivity modules, and the productivity bar is full, then one would expect the percentage to increase. But it doesn't. But when then the normal green bar is full, the percentage goes +2, so the productivity bonus at least got applied. I think ...
- Fri Mar 11, 2016 12:31 pm
- Forum: Gameplay Help
- Topic: Personal robots and logistics slots
- Replies: 5
- Views: 3928
Re: Personal robots and logistics slots
That's dissapointing :(
Is this just because it's not implemented yet, or on purpose for gameplay reasons?
Searching the internet for personal roboports and logistics bots gives nothing.
The personal roboport is described as "acting like a real roboport", so it should support logistics bots too...
Is this just because it's not implemented yet, or on purpose for gameplay reasons?
Searching the internet for personal roboports and logistics bots gives nothing.
The personal roboport is described as "acting like a real roboport", so it should support logistics bots too...