Search found 76 matches

by Shingen
Fri Mar 29, 2019 8:38 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 22834

Re: Version 0.17.23

Oh god why don't you just enable modding in another language next to lua? This is getting ridiculous. Every mod is running in a separate lua instance. How hard would it be to run lua and ... say Javascript instances next to each other? According to https://www.reddit.com/r/factorio/comments/6bzjmw/...
by Shingen
Thu Mar 28, 2019 4:33 pm
Forum: Releases
Topic: Version 0.17.20
Replies: 19
Views: 9791

Re: Version 0.17.20

... if the reason of the - temporary - removal is not explained clearly. Just for me, it's clear enough: Oops, I made a typo, it's "if" and not "is". "... if the reason of the - temporary - removal if not explained clearly."? but that doesn't make sense. "is"...
by Shingen
Sun Mar 24, 2019 2:09 pm
Forum: Technical Help
Topic: Some people can't get Factorio 0.17.17 in Steam despite activating beta versions
Replies: 14
Views: 1821

Re: Version 0.17.17

timuslala wrote: ↑
Sun Mar 24, 2019 1:45 pm
Koub wrote: ↑
Sun Mar 24, 2019 10:48 am
Works for me
https://i.imgur.com/jo3SonH.png
And doesn't work for me :(
what have you tried?
restarting Steam? (but actually restarting, not just closing the window and opening it again)
relogging to Steam?
restarting your computer?
reinstalling Steam?
by Shingen
Sat Mar 23, 2019 7:17 pm
Forum: Releases
Topic: Version 0.17.17
Replies: 31
Views: 13661

Re: Version 0.17.17

Searched all over. Where can I find out about these new signals I see? check, Info and dot signals? -jim lee What are you talking about - where are there signals like that ? Map View, the icons. I just loaded a game and hit M for map view. I see nothing labeled check, info, or dot. And I don't see ...
by Shingen
Wed Mar 20, 2019 4:29 pm
Forum: Off topic
Topic: Steam profile signature - split from 0.17.16 release topic
Replies: 9
Views: 4506

Re: Version 0.17.16

Koub wrote: ↑
Wed Mar 20, 2019 1:41 pm
(...) but please remember that I have a real life besides moderation, like (...) my other significant other.
remember about your main significant other too ;)
by Shingen
Wed Mar 20, 2019 11:35 am
Forum: Off topic
Topic: Steam profile signature - split from 0.17.16 release topic
Replies: 9
Views: 4506

Re: Version 0.17.16

You could check the website the signature is linked to: https://steamsignature.com/ I don't see that link, it links to https://steamcommunity.com Anyone can place a link on a picture, but that doesn't mean it's hosted from there. You can right click on it and see the source website it's linked from...
by Shingen
Tue Feb 26, 2019 9:31 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 196839

Re: Version 0.17.0

Alright, so there's "undo" - cool. Why no "redo"? Either in Ctrl+Shift+Z, or Ctrl+Y. Also, why doesn't "undo" work with upgrade planners? I'm not reporting it as a bug because from the changelog i take it was intentional, or at least is known and possibly being worked o...
by Shingen
Tue Feb 26, 2019 8:12 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 93362

Re: Friday Facts #283 - Prepare to Launch

[i guess it wasn't an appropriate place to talk about 0.17, removed]
by Shingen
Fri Feb 22, 2019 9:57 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 93362

Re: Friday Facts #283 - Prepare to Launch

Only effective method is to jump in the middle? Are we playing the same game? Turret creep, nukes, kiting an ever decreasing circle focusing on spawners, slowly advancing in a tank using explosive rounds supported by bots and personal lasers, poison capsules....that’s five ways off the top of my he...
by Shingen
Fri Feb 22, 2019 8:30 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 93362

Re: Friday Facts #283 - Prepare to Launch

oh, the conversation about enemy spawners/bases reminded me of this annoying issue in Factorio with destroying them: the biters respawn WAY to quickly imo. currently, the only effective method of destroying a base that i found is to jump in the middle of it, preferably in a tank, destroy the spawner...
by Shingen
Fri Feb 22, 2019 7:00 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 93362

Re: Friday Facts #283 - Prepare to Launch

cool, i can't wait for the update. one minor thing bugs me, however, and it's that weird difference that i can't put into words of the logistic chest "doors", between them being closed and during the opening animation... new_log_chest_cut.gif the color changes slightly, and it loses its 'd...
by Shingen
Sat Jan 19, 2019 10:13 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 31660

Re: Friday Facts #278 - The new quickbar

Clicking the shortcut, will grab the first available stack from the inventory. Wouldn't it be better to grab the last available stack from the inventory? So there is no more than 1 uncomplete stack of items at any given time. with unsorted inventory no order of getting stacks will change that risk,...
by Shingen
Fri Jan 18, 2019 4:54 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 31660

Re: Friday Facts #278 - The new quickbar

In regards to some of the requests for a quickbar that is constant between saves, I don't think this is necessary, you start with only the most basic stuff and your quickbar will evolve over time as you complete research. Makes no sense to have a quick bar with red belts or electric furnaces on it ...
by Shingen
Fri Jan 18, 2019 3:24 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 31660

Re: Friday Facts #278 - The new quickbar

Phew, i'm honestly relieved to hear that you didn't drop this idea after all, and it's looking great! well, nearly... As for the ghost cursor stuff, I don't really like having it disabled by default. You already know theres gonna be 100 million people who will never realise that its an option. I thi...
by Shingen
Fri Jan 04, 2019 5:22 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 32464

Re: Friday Facts #276 - Belt item spacing & Script rendering

There is a visual requirement that belts only move integer number of pixels every tick, so that is 1/2/3 pixels for transport belt, fast belt, express belt respectively. Why? Aren't those pixel distances only valid for a zoom of 1.0 ? I assume it's more likely that a player is on a different zoom l...
by Shingen
Fri Jan 04, 2019 3:29 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 32464

Re: Friday Facts #276 - Belt item spacing & Script rendering

Despite having to change some blueprints now, i'm obviously 100% in support of this change.

Just one thing bugs me... why the hell was it the way it was for so long?

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