Next Weapon was Tab in 1.1, and C in 2.0.J-H wrote: Tue Oct 22, 2024 2:27 am Yeah, according to my Controls settings. I don't recall changing any of my hotkeys in the last 7 years. What's the correct hotkey supposed to be for next weapon?
Upon further examination, it looks like Q is also clear cursor and a pipette tool.
Search found 729 matches
- Tue Oct 22, 2024 2:50 am
- Forum: Gameplay Help
- Topic: [SA] tank not shooting
- Replies: 4
- Views: 809
Re: [SA] tank not shooting
- Tue Oct 22, 2024 2:50 am
- Forum: Ideas and Suggestions
- Topic: Please sync music in multiplayer
- Replies: 5
- Views: 793
Re: Please sync music in multiplayer
What if you are on different planets though...? The syncing would have to be pretty limited.i-make-robots wrote: Tue Oct 22, 2024 2:40 am When I play with my nephew he sings a completely different tune from the one I'm hearing. It would be a small blessing if they were the same on both games, when possible. Thank you for being awesome!
- Tue Oct 22, 2024 2:48 am
- Forum: Releases
- Topic: Version 2.0.8
- Replies: 13
- Views: 15219
Re: Version 2.0.8
Bugfixes
Fixed a crash when drawing a spider leg with length 0. (https://forums.factorio.com/116034)
Well... that's an interesting bug, and modders finding this, like, 6 hours after launch is insane!!
Actually Xorimuth found it last week, and it just now made it into the build ...
- Tue Oct 22, 2024 2:05 am
- Forum: General discussion
- Topic: $50 DLC and no sale is disappointing
- Replies: 56
- Views: 11385
Re: $50 DLC and no sale is disappointing
Sorry, but people complaining about the price, and using the cost to justify it, but not actually stating the cost in a meaningful way has become a pet peeve of mine...
"$" has no inherent meaning since lots of counties use dollars. Often "$" can be assumed to mean USD, but that's obviously not ...
"$" has no inherent meaning since lots of counties use dollars. Often "$" can be assumed to mean USD, but that's obviously not ...
- Tue Oct 22, 2024 1:41 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] Crash when clicking "Browse public games" (SteamContext.cpp (283): getUsersPlaying)
- Replies: 1
- Views: 226
[2.0.8] Crash when clicking "Browse public games" (SteamContext.cpp (283): getUsersPlaying)
Clicked "Browse public games", it was loading for a second or two, then crashed. Server list was never populated. Can't reproduce.
- Mon Oct 21, 2024 12:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.5] Sanbox creation fails
- Replies: 3
- Views: 912
Re: [2.0.5] Sanbox creation fails
Hi there - wondering what the reasoning behind removing the sandbox scenario was - I can't recall a mention of it in an FFF and only just now found it in the changelog for 2.0. Is it so people don't rush ahead to see every planet without having to put in any of the legwork? :D
Thanks!
- dusher ...
- Sun Oct 20, 2024 2:36 pm
- Forum: Questions, reviews and ratings
- Topic: k2 and se in sa
- Replies: 10
- Views: 6606
Re: k2 and se in sa
Does anyone know if krastorio 2 and/ar space exploration will be compatible with both or either factorio 2.0 or space age ?
Both K2 and SE will be compatible with 2.0 within a few weeks at most.
K2 is not planned to ever be compatible with SA. SE 0.8 (which is likely to still be a year or so ...
- Sat Oct 19, 2024 3:19 pm
- Forum: General discussion
- Topic: Is the new stack inserter part of the space age mod?
- Replies: 6
- Views: 2362
Re: Is the new stack inserter part of the space age mod?
I don't think the functionality can be replicated in an UPS efficient way with LUA and the mod API. So they have to use The space age mod and strip away everything but the stack inserter.
It would be much better if Wube moved stack inserter to it's own mod or as a part of the quality mod. The ...
- Sat Oct 19, 2024 12:50 pm
- Forum: General discussion
- Topic: Is the new stack inserter part of the space age mod?
- Replies: 6
- Views: 2362
Re: Is the new stack inserter part of the space age mod?
They are, but you can expect a standalone mod to add them to base game (for owners of SA) to be made before long.
- Fri Oct 18, 2024 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.5] Crash placing modded spidertron "double value not in range for fixed point number: nan"
- Replies: 1
- Views: 1639
[StrangePan][2.0.5] Crash placing modded spidertron "double value not in range for fixed point number: nan"
Getting the following crash when placing my modded spidertron with legs that have no collision. (`leg.collision_box = nil` or `leg = {layers = {}}`). Uncommenting out either of these prevents the crash. They are set in prototypes/dummy-spidertron.lua:16
It is easy enough to workaround by just not ...
It is easy enough to workaround by just not ...
- Sat Oct 05, 2024 11:41 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 64334
Re: Question about inter-planet map viewing and griefing
I plan to play space age with some friends and we were discussing opening it up to the public and I had a question. In vanilla if you're diligent you can usually catch a griefer in the act turning a belt or moving a pipe or polluting a belt (assuming they're not the grenade kind). But if I'm on ...
- Sat Oct 05, 2024 11:40 am
- Forum: General discussion
- Topic: No Marathon mode in 2.0 confirmed?
- Replies: 45
- Views: 10471
Re: No Marathon mode in 2.0 confirmed?
If I have to install a unofficial mod to get Marathon mode that is a no go.
Why? An unofficial mod could be made by someone who has actually played lots of expensive mode and knows how it should be balanced in SA. It can also update more frequently than the base game if necessary, and could be ...
- Wed Oct 02, 2024 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+F search improvements
- Replies: 2
- Views: 583
Re: Ctrl+F search improvements
This doesn't directly answer your question, but are you aware that many mods can be localised here: https://crowdin.com/project/factorio-mods-localization. Any translations will be automatically pushed to that mod's GitHub repo each week and then included in that mod's next release without any ...
- Fri Sep 20, 2024 9:04 am
- Forum: Bob's mods
- Topic: a method or settings option to revert to the previous uranium bullet magazine recipe
- Replies: 1
- Views: 554
Re: a method or settings option to revert to the previous uranium bullet magazine recipe
Recipe tweaker mod.jennybaso wrote: Fri Sep 20, 2024 1:53 am Hello, is there a method or settings option to revert to the previous uranium bullet magazine recipe? I would dislike having to eliminate Bob's warfare mod due to that one issue.
- Thu Sep 12, 2024 2:54 pm
- Forum: Technical Help
- Topic: Resources disappeared after the update.
- Replies: 9
- Views: 1199
Re: Resources disappeared after the update.
I tried disabling the mods and then enabling them using the "Sync" button, but it didn’t help.
I tried removing the mods and pressing the "Sync" button, but it didn’t help.
It seems like the update somehow broke the map. Does anyone know how to restore or regenerate resources using commands ...
- Wed Sep 11, 2024 12:01 am
- Forum: Technical Help
- Topic: Resources disappeared after the update.
- Replies: 9
- Views: 1199
Re: Resources disappeared after the update.
You can control-click on the sync mods button, which will install the exact mod versions you had. I'd recommend staying there if updating is causing problems.
- Mon Jul 29, 2024 7:21 pm
- Forum: Ideas and Requests For Mods
- Topic: Any mod that creates an underground-pipe-underground entity?
- Replies: 8
- Views: 1352
Re: Any mod that creates an underground-pipe-underground entity?
https://mods.factorio.com/mod/automatic ... connectors
This is my favourite solution for it, as it doesn’t add extra entities.
This is my favourite solution for it, as it doesn’t add extra entities.
- Wed Jul 24, 2024 1:42 pm
- Forum: Modding discussion
- Topic: A mod with NPC ?
- Replies: 7
- Views: 2377
Re: A mod with NPC ?
Not exactly what you are looking for, but here's a few ideas:
https://mods.factorio.com/mod/Companion_Drones
https://mods.factorio.com/mod/sosciencity - no actual things walking around as far as I'm aware
https://mods.factorio.com/mod/warptorio2_expansion - has a robot companion
https://mods.factorio.com/mod/Companion_Drones
https://mods.factorio.com/mod/sosciencity - no actual things walking around as far as I'm aware
https://mods.factorio.com/mod/warptorio2_expansion - has a robot companion
- Sun Jun 30, 2024 9:38 am
- Forum: Ideas and Suggestions
- Topic: Spidetron screen follow
- Replies: 2
- Views: 636
Re: Spidetron screen follow
My Spidertron Enhancements mod has this: press Shift+M while holding a remote and it will open the map on the spidertron, following it as it moves.
- Fri Jun 14, 2024 12:23 pm
- Forum: Implemented Suggestions
- Topic: Quality of items in Factorio 2.0
- Replies: 15
- Views: 9775
Re: Quality of items in Factorio 2.0
In addition to what Koub said, Quality will be its own mod, so you won't even be able to have quality modules if you disable it.
Quality is a required dependency for Space Age. But if you never research it, you will never see it in your game. Even if you do research it, you will never see ...