Search found 190 matches
- Tue Mar 05, 2019 4:08 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 253832
Re: Version 0.17.0
But that's the thing. It just feels like we've gotten the tutorial mixed up with a challenge scenario. Tutorials aren't meant to challenge, they're meant to teach and be completable by 100% of all players. All new players. Players with established ideas, prejudices, and habits often have significan...
- Tue Mar 05, 2019 3:53 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 253832
Re: Version 0.17.0
If even an experienced player is not able to hold against the biters. how fast will new players see the game a worthless spend money? I thought that too at first. And then I realised that I'd been conditioned to play a certain way, and it was time for a rethink. That can't be a bad thing. It's like...
- Sun Mar 03, 2019 10:43 pm
- Forum: Duplicates
- Topic: [0.17.4] Crafting queue progress graphic delay
- Replies: 1
- Views: 751
[0.17.4] Crafting queue progress graphic delay
Search isn't turning up any similar issues for me, so here goes. Can't quite tell if it's my imagination here. I've noticed if you craft something manually, when the graphic appears in the build queue in the lower left, it takes a second or so before the 'progress meter' shows up on the icon. Crafti...
- Sun Mar 03, 2019 10:37 pm
- Forum: Not a bug
- Topic: [0.17.4] Train stops instantly Bug
- Replies: 5
- Views: 1525
Re: [0.17.4] Train stops instantly Bug
Just because you find it useful does not mean that's how it's supposed to work
- Sun Mar 03, 2019 3:15 pm
- Forum: General discussion
- Topic: Car in 0.17 its bonanza
- Replies: 4
- Views: 2656
Re: Car in 0.17 its bonanza
BTW, I created a railword map with enemy expansion turned on (minimum cooldown raised to something like 12 or 16 minutes -- i.e. three or four times the default value -- to still give me time for building stuff). At least, I intended to turn on enemy expansion; I'm not really sure whether I acciden...
- Sun Mar 03, 2019 4:56 am
- Forum: General discussion
- Topic: No more sound alert when buildings being damaged/attacked ?
- Replies: 5
- Views: 5161
Re: No more sound alert when buildings being damaged/attacked ?
I'm playing the latest branch (v0.17.4) and noticed that... before, you got a warning sound when your buildings were attacked ("alert-damage.ogg" in "Factorio\data\core\sound"). But not anymore ? I only get an alert ("alert-destroyed.ogg") if something is destroyed (= ...
- Sat Mar 02, 2019 8:51 pm
- Forum: Gameplay Help
- Topic: Clear quickbar?
- Replies: 3
- Views: 1383
- Sat Mar 02, 2019 7:44 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 223412
- Sat Mar 02, 2019 7:40 pm
- Forum: Ideas and Suggestions
- Topic: New Train Condition - by wagons
- Replies: 2
- Views: 596
Re: New Train Condition - by wagons
I am against this suggestion. In my opinion, it would be better if the following suggestion were implemented: https://forums.factorio.com/viewtopic.php?f=6&t=51387 Rail car/locomotive scanners That way, it would be possible to read the contents of individual wagons/locomotives using the circuit...
- Sat Mar 02, 2019 7:28 pm
- Forum: Duplicates
- Topic: [0.17.4] Blueprint details screen has elements outside of window, unselectable
- Replies: 1
- Views: 511
[0.17.4] Blueprint details screen has elements outside of window, unselectable
Note the protruding curved rail below the blueprint window.
- Sat Mar 02, 2019 7:14 pm
- Forum: Ideas and Suggestions
- Topic: New Train Condition - by wagons
- Replies: 2
- Views: 596
New Train Condition - by wagons
TL;DR A modifier to the train wait conditions, to apply them to one, multiple, or all wagons. What ? e.g. Instead of saying 'Cargo is empty', or 'Cargo is full', we can specify 'one wagon is empty', etc. Obviously not all existing conditions would work with per-wagon basis. Why ? Increases flexibil...
- Sat Mar 02, 2019 7:07 pm
- Forum: Not a bug
- Topic: [0.17.4] Locked cargo space considered full for train conditions
- Replies: 5
- Views: 1595
- Sat Mar 02, 2019 5:22 pm
- Forum: Off topic
- Topic: The Opposite of a Good Game is One That Isn't Played
- Replies: 3
- Views: 5281
- Sat Mar 02, 2019 3:56 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 38276
Re: [0.17.1] intro too hard
indeed the newbie is the intended audience. within the forumjust find how many newbies are confused and frustrated Um... one, that I've seen. Just about everyone I've seen confused and frustrated has been a longtime veteran of the game. I could be wrong; I don't read every single post in every sing...
- Fri Mar 01, 2019 11:34 pm
- Forum: Not a bug
- Topic: [0.17.4] Train stops instantly Bug
- Replies: 5
- Views: 1525
Re: [0.17.4] Train stops instantly Bug
How tor reproduce: 1. Build a long track and place a train on one end. 2. Give the train some fuel and start moving in "manual" mode. 3. While driving (fast), click on the train to open the train GUI and toggle the switch to change the mode to "automatic". The train will stop in...
- Fri Mar 01, 2019 8:34 pm
- Forum: Releases
- Topic: Version 0.17.4
- Replies: 54
- Views: 34096
Re: Version 0.17.4
RIP the productivity at Avast HQHenry Loenwind wrote: βFri Mar 01, 2019 8:29 pmYesterday my anti-virus just scanned Factorio for a couple of extra seconds. Today we're one step further...
- Fri Mar 01, 2019 6:41 pm
- Forum: Releases
- Topic: Version 0.17.4
- Replies: 54
- Views: 34096
- Fri Mar 01, 2019 11:38 am
- Forum: Won't fix.
- Topic: [0.17.3] Offshore pump "Can't build" error message too detailed
- Replies: 1
- Views: 1271
[0.17.3] Offshore pump "Can't build" error message too detailed
When trying to build an offshore pump in an invalid location on land, it gives the error message "Can't build on Dirt #" (Or grass, whatever). That's obviously the tile type ID, but should be replaced with a generic "Can't build on land" message. Or better still, "Can only b...
- Thu Feb 28, 2019 9:38 pm
- Forum: Not a bug
- Topic: [0.17.3] Inserter Capacity Bonus 4 should have Production Science Pack as a prereq
- Replies: 3
- Views: 1161
Re: [0.17.3] Inserter Capacity Bonus 4 should have Production Science Pack as a prereq
Makes sense.tehfreek wrote: βThu Feb 28, 2019 9:35 pmviewtopic.php?p=401353#p401353
V453000 wrote:Other mid-tiers of number upgrades do not get all the pre-requisites as that should already be obvious from science pack icons under the technology icons, and it would probably make the technology tree look way too messy.
- Thu Feb 28, 2019 9:25 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 253832
Re: Version 0.17.0
Are you referring to the hotkeys for the secondary quickbar? ah, 10 lines for the buttons, 10 lines for selecting a hotbar as first hotbar and 10 lines for selecting a hotbar as second hotbar !? then i had misunderstood it, taking it to mean an alternate hotkey instead of a hotkey for an alternate ...