Search found 50 matches
- Wed Nov 25, 2020 1:50 pm
- Forum: Mod portal Discussion
- Topic: [Suggestion] Additional Quicklinks on Mod Portal Startpage
- Replies: 0
- Views: 818
[Suggestion] Additional Quicklinks on Mod Portal Startpage
Hi there. I'd really love to have an additional quicklink (url: "https://mods.factorio.com/mod/<mod name>/changelog") for direct access to a mod's changelog, similar to the direct link for mod 'download' on the mod portal start page for every mod listed. Pictures tell more than words do, s...
- Wed Nov 25, 2020 1:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
- Replies: 4
- Views: 3686
Re: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
Wow. Didn't expect this topic to come up again after such a long time.
Thank you very much for remembering this bug and for fixing it. Best Devs
Thank you very much for remembering this bug and for fixing it. Best Devs
- Thu Aug 20, 2020 2:56 pm
- Forum: Not a bug
- Topic: [1.0.0] Fluid does not show in pipe window
- Replies: 7
- Views: 1697
Re: [1.0.0] Fluid does not show in pipe window
Thank you boskid for the explanation. I'm pretty sure I read something similar to this some time ago in a FFF but couldn't remember anymore. To conclude this topic: It will never be possible to build (or rather use) this version. fluuuuuuuid2.png You would always have to build it like that version (...
- Thu Aug 20, 2020 4:16 am
- Forum: Not a bug
- Topic: [1.0.0] Fluid does not show in pipe window
- Replies: 7
- Views: 1697
[1.0.0] Fluid does not show in pipe window
Hi there. I was just setting up my advanced oil, when I discovered I coudn't connect a pipe system that should be empty (without assigned fluid) to one which has light oil. When I clicked the pipe the tooltip showed me that there actually was water in that pipesystem. But the pipe's fluid window did...
- Mon Aug 17, 2020 7:49 pm
- Forum: Technical Help
- Topic: Can I change the save file import for steam?
- Replies: 2
- Views: 1054
Re: Can I change the save file import for steam?
Thank you very much for your answer, however this doesn't sound like the right solution here. I have the installed steam version and several portable GOG versions (with differently named folders) on my harddrive. Why would steam search in arbitrary folders on my harddrive, load those files to the cl...
- Fri Aug 14, 2020 5:09 pm
- Forum: Technical Help
- Topic: Can I change the save file import for steam?
- Replies: 2
- Views: 1054
Can I change the save file import for steam?
Ok, I couldn't figure out a better way to describe my problem in the topic. First - Thank you all @Wube for 1.0 and everything you did to come this far. Please party hard :mrgreen: About my (problem: To honor all your hard work until today I choose to purchase factorio a second time. The first time ...
- Mon Apr 13, 2020 10:31 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Pyramid city block train world
- Replies: 2
- Views: 6683
Re: Pyramid city block train world
Ok, first of all: congratulations for reaching 1k SPM and going for 2k. But I'm not convinced by your "pyramid" concept, or the naming. Because, well, the whole game is a pyramid, basically not depending on what you actually build. You will usually always take X items to make less than X n...
- Sat Apr 04, 2020 8:56 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 320
- Views: 151613
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
@GluAp I am French so to reassure you, English is not my native language. France French? Canadian French? Or some other French? In one of those cases we'd be neighbours :mrgreen: the concept of "sub-blocks" is basically a simple way to know how many times I will put my blueprint (sub-bloc...
- Thu Apr 02, 2020 5:03 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 320
- Views: 151613
Hello Helfima. First of all: Thank you very much for this mod. I have been using it essentially right after finishing my first playthrough. And it has been in every playthrough I ever did since then. I have to say that in the beginning I had some difficulties understanding every feature, but I belie...
- Thu Apr 02, 2020 9:25 am
- Forum: Questions, reviews and ratings
- Topic: Problem with Bobs and Angels/ 2 PCs, 2 Different recipes
- Replies: 2
- Views: 1242
Re: Problem with Bobs and Angels/ 2 PCs, 2 Different recipes
If I remember correctly, sometimes you need to reset/refresh the technology tree for the game. This may be necessary, when a mod update changes something that already has been researched. It should be this one (or something similar to this): /c for i, player in ipairs(game.players) do player.force.r...
- Mon Mar 30, 2020 8:01 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
- Replies: 4
- Views: 3686
Re: [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
Here you are:
fyi: I had to hide modded UI Elements
I play in windowed mode but the line is visible in FullScreen too.
fyi: I had to hide modded UI Elements
I play in windowed mode but the line is visible in FullScreen too.
- Mon Mar 30, 2020 7:08 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
- Replies: 4
- Views: 3686
[posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
factorio Bug.png As you can see I encountered this black vertical line when walking through the environment. It is only visible at 3 steps in from maximum zoom level. It stays at this exakt horizontal position only - meaning: it doesn't move its position in the world. If it can be seen on a certain...
- Mon Mar 30, 2020 5:01 am
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 51846
Re: Friday Facts #338 - The (real) Character GUI
[...] Now a not-so-short rant about spidertron. [...] And as far as not really having a "niche" for spidertron to fit into... I'd love to leverage a "vanilla" way to obsolete my want of the infamous Squeak Through mod. Everyone (and every powerpole) knows what happens when you d...
- Fri Mar 13, 2020 2:47 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 51846
Re: Friday Facts #338 - The (real) Character GUI
I'm very much looking forward to playing with the new Character GUI since it is a good conclusion to your GUI efforts for the whole game. But still I'm missing a temporary request feature. Something like adding a modifier (e.g. ALT + LMB/RMB) to request items and the request beeing deleted automatic...
- Thu Mar 05, 2020 10:46 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84481
Re: [0.17]AutoTrash 4.1.5
Hello Choumiko. I'd like to ask (very nicely), whether this mod is still in (feature) development. I recently started my first Bobs/Angels playthrough and I'm getting a little annoyed by how many assembling type machines I can use. To get what I need I can either walk to my 'chaos (not KoS) mall' an...
- Wed Mar 04, 2020 12:34 am
- Forum: Ideas and Requests For Mods
- Topic: [MOD REQUEST] temporary logistic request
- Replies: 3
- Views: 973
Re: [MOD REQUEST] temporary logistic request
For another modders: do we have events by clicking of recipes in inventory GUI? No. This request is impossible to mod. So, there's no way to intercept a GUI on-click event in the crafting UI, hence no way to trigger this? I can live with this, if we can find another way. It does not necessarily hav...
- Mon Mar 02, 2020 9:01 pm
- Forum: Ideas and Requests For Mods
- Topic: [MOD REQUEST] temporary logistic request
- Replies: 3
- Views: 973
[MOD REQUEST] temporary logistic request
Hello dear modding-gods. I'm pretty sure, I'm not the first to have this idea and have seen several proposals in the dev section of this forum but i guess it's probably not that much of a vanialla problem and therefore won't get much attention there. What I wish to be done I'd really like to have a ...
- Fri Nov 08, 2019 5:10 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 73939
Re: Friday Facts #320 - Color correction
Short an painless: I don't like the new saturation changes. In general it's a good idea to brighten the overall look of the game, especially during the night. But there has to be a better way. The saturation changes lessen the effect of the games' overall art style a litte to much. I think about it ...
- Wed Sep 18, 2019 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Train Visualization - Make last train wagon in line distinguishable
- Replies: 10
- Views: 2465
Re: Train Visualization - Make last train wagon in line distinguishable
imo more important would be to have car numbers. https://forums.factorio.com/viewtopic.php?f=6&t=52716&p=308331#p308331 this way i also can tell instantly how _many_ cars fit into a track segment. and it also tells how many more are missing. with only a last car indicator i imagine it can b...
- Tue Sep 17, 2019 2:13 am
- Forum: Ideas and Suggestions
- Topic: Train Visualization - Visualize Train on all track segments in screenspace
- Replies: 8
- Views: 1954
Re: Train Visualization - Visualize Train on all track segments in screenspace
Well, this is in fact a good reason :lol: But I'd suggest to make it a different topic and make it's solution independant from what's being discussed here. If, by any chance, the Devs decide to adopt my ideas and we have this 300-tile segment of your's, then my solution will have two cases: 1) When ...