Search found 207 matches

by chris13524
Thu Jun 29, 2017 3:00 pm
Forum: Releases
Topic: Version 0.15.24
Replies: 21
Views: 18481

Re: Version 0.15.24

FactorioBot wrote:
Minor features
  • Power switch connections are stored in the blueprint.
*Major features
by chris13524
Fri Jun 23, 2017 5:29 pm
Forum: News
Topic: Friday Facts #196 - Back on track
Replies: 42
Views: 24501

Re: Friday Facts #196 - Back on track

Why is all the code so closely coupled? Isn't it good design to loosely couple stuff? Especially between GUI and networking stuff, that sounds crazy.
by chris13524
Sun May 07, 2017 9:01 pm
Forum: Ideas and Suggestions
Topic: Satellite required to build stuff in the zoom-to-map view
Replies: 9
Views: 3957

Re: Satellite required to build stuff in the zoom-to-map view

I kinda love to add the radar view as research. Cause it would make much more sense. Cause currently the difference between player view and map view is - not logical. (I can explain it more detailed, but I think most know what I mean) I would not add it late (it's just the radar technology), but I ...
by chris13524
Fri May 05, 2017 10:34 am
Forum: Ideas and Suggestions
Topic: Satellite required to build stuff in the zoom-to-map view
Replies: 9
Views: 3957

Re: Satellite required to build stuff in the zoom-to-map view

While I would not call it "OP" I would definitely call it "P". During a game I find it really useful. I can zoom to see where the bottleneck is, see what type of biters are attacking me at the turrets, etc. BUT, like all powerful things, giving them to the player right off the b...
by chris13524
Thu May 04, 2017 9:41 pm
Forum: Ideas and Suggestions
Topic: Satellite required to build stuff in the zoom-to-map view
Replies: 9
Views: 3957

Re: Satellite required to build stuff in the zoom-to-map view

What I'm interested in: What is the argument for the first sentence: The zoom-to-map view is becoming a little OP ? Why do you think so? Not that it's OP now, but the direction it's going could get to be OP. Maybe the developers don't want the ability to change recipes remotely, but there are a lot...
by chris13524
Wed May 03, 2017 8:04 pm
Forum: 1 / 0 magic
Topic: Most entities have turned white
Replies: 5
Views: 2172

Re: Most entities have turned white

After resuming my computer from suspend, Factorio was turned white again (as in the first set of screenshots). Here's the dmesg, the first few lines are before the suspend for context, the rest are all since resuming the system: https://gist.github.com/chris13524/e039aa41ab3decec952c98725e137915 As ...
by chris13524
Wed May 03, 2017 1:46 pm
Forum: Ideas and Suggestions
Topic: Satellite required to build stuff in the zoom-to-map view
Replies: 9
Views: 3957

Satellite required to build stuff in the zoom-to-map view

The zoom-to-map view is becoming a little OP, and I'd like to see a few of those things be toned down a bit. Currently, you are able to place blueprints in any loaded (player range or the smaller box from a radar) area. However, you cannot change recipes, adjust/view circuit conditions, filters, etc...
by chris13524
Sat Apr 29, 2017 5:32 pm
Forum: 1 / 0 magic
Topic: Most entities have turned white
Replies: 5
Views: 2172

Re: Most entities have turned white

I didn't see anything interesting in the log file: https://gist.github.com/chris13524/3242 ... f73d30924a

I'll keep my eye on dmesg if it happens again...
by chris13524
Sat Apr 29, 2017 3:24 am
Forum: 1 / 0 magic
Topic: Most entities have turned white
Replies: 5
Views: 2172

Re: Most entities have turned white

It started happening again, but this time, not the whole screen like it was before: https://imgur.com/a/FZCTF

Very odd bug... Is there anything I would be able to do if this happens again? Perhaps a crash dump or something?

As before, it was fixed by restarting the game.
by chris13524
Fri Apr 28, 2017 9:20 pm
Forum: 1 / 0 magic
Topic: Most entities have turned white
Replies: 5
Views: 2172

Most entities have turned white

I have no idea how to reproduce this... I'm running Ubuntu 17.04 with GNOME Shell 3.24.0. I have a second screen (Factorio is on main screen). https://imgur.com/a/JuLtK The whole background is moving around slowly in different directions (the wind effect?). The only entity I can see are the bots whe...
by chris13524
Thu Apr 27, 2017 11:21 pm
Forum: Ideas and Suggestions
Topic: Electric network overlay in map should have different colors
Replies: 0
Views: 479

Electric network overlay in map should have different colors

I think the power line overlay in the map should change colors depending on different situations. For example, if a line gets cut somewhere, you'll be able to see the lines change in color (perhaps black for no power). Also if there is a brown-out, the lines will turn brown (maybe not this one, but ...
by chris13524
Thu Apr 27, 2017 9:40 pm
Forum: Implemented Suggestions
Topic: Filter in roboports
Replies: 1
Views: 1399

Filter in roboports

Currently, any bot can reside in a roboport. This causes an issue when one wants to make a self-replicating logistic bot army; I make two roboports, each with an inserter to insert the associated robot when the available bots drops below a certain threshold. The issue arises when say construction bo...
by chris13524
Thu Apr 27, 2017 11:13 am
Forum: Ideas and Suggestions
Topic: Shift + Space
Replies: 9
Views: 5422

Re: Shift + Space

Kane wrote:Resume is fine, Plus who wants to have to get that translated in 100 languages.
However, pressing Resume does not unpause the game, it only removes the game menu (you must press Shift + Space to actually resume).
by chris13524
Thu Apr 27, 2017 10:55 am
Forum: Ideas and Suggestions
Topic: Shift + Space
Replies: 9
Views: 5422

Shift + Space

I accidentally bumped Shift + Space (which apparently paused my game), I had to go looking through the controls because there was no indication of what just happened. The "resume" button on the game menu is misleading in this case, there should be another (obvious) method to unpause the ga...
by chris13524
Tue Apr 25, 2017 3:19 pm
Forum: Not a bug
Topic: Way to delete blueprint books
Replies: 10
Views: 23272

Re: Way to delete blueprint books

Zeblote wrote: "Grabbing" a blueprint from the library isn't supposed to remove it from there. You just get a copy of the thing on your cursor.
I was referring to when you move the blueprint from the library to your inventory.
by chris13524
Tue Apr 25, 2017 1:34 pm
Forum: Not a bug
Topic: Way to delete blueprint books
Replies: 10
Views: 23272

Re: Way to delete blueprint books

It's useful to have them as items. That way you can put them in the quickbar and access with number keys, instead of having to open the gui every time. But you don't always want that. What if the library worked similar to a second inventory? Grab blueprint from libary > place > Q > gone. Grab bluep...
by chris13524
Mon Apr 24, 2017 11:21 pm
Forum: Not a bug
Topic: Way to delete blueprint books
Replies: 10
Views: 23272

Way to delete blueprint books

Since blueprints and books are free now, I suggest some way to trash them and not be forced to store them in some chest somewhere. Perhaps similar to the "drag here to export to blueprint library" box?
by chris13524
Fri Apr 21, 2017 8:13 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 155525

Re: Friday Facts #187 - Space science & 0.15 graphics

Any plans for larger diameter pipes for higher throughput?
by chris13524
Fri Mar 24, 2017 9:13 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 74916

Re: Friday Facts #183 - Aiming for the release date

Do you guys use Git Flow? It might allow you to keep some of these features (such as nuclear power) on their own feature branches before merging to develop. That way you could make smaller releases, more often.

Go to advanced search