Search found 170 matches
- Fri Mar 15, 2024 3:02 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22635
Re: Friday Facts #402 - Lightspeed circuits
There are a lot of ways to do it, but we wanted to keep it simple. So we decided that there is just a single radar channel for each surface (still separated between red and green). This means, you don't have to configure anything , you just connect the wire and you are ready to go. If the radar los...
- Fri Mar 01, 2024 1:05 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 11939
Re: Friday Facts #400 - Chart search and Pins
Please give a way to mute/ignore alert types we don't care about. I play with alerts muted because endless minor damage alerts seriously trigger me.
- Fri Feb 02, 2024 1:34 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 13219
Re: Friday Facts #396 - Sound improvements in 2.0
The inventory pick up and drop sounds are exceedingly grating on the ears. The inserter made me want to vomit, and the others weren't much better. Please tell us they can be disabled... Or just have an option for pre-2.0 generic inventory sounds. All that is needed is the auditory feedback that an i...
- Wed Feb 01, 2023 6:37 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 39
- Views: 22468
Re: Factorio price increase - 2023/01/26
Someone on the Steam discussions did some digging and found these official balance sheets for Wube Software. Suddenly the reason for the price increase is all too apparent. I hope Wube Software doesn't run out of money..
- Thu Jan 26, 2023 7:17 pm
- Forum: General discussion
- Topic: All it was ever needed...
- Replies: 1
- Views: 878
Re: All it was ever needed...
Get Noxy's Swimming and the biters can traverse water.
- Thu Jan 26, 2023 7:15 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 9793
Re: vanilla death world too hard
Desert maps are tough. If also the biters are very near the ore patches, it can be quite problematic. Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be an ama...
- Mon Jan 23, 2023 11:32 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 39
- Views: 22468
Re: Factorio price increase - 2023/01/26
TL;DR: I doubt Wube is in immediate danger of going bankrupt even after the inflation. But, They also don't have 50+ years of money in the bank. Maybe 3-7 years.. And even then, that's assuming zero growth of the company from this point on, no additional projects, no way to put a second game in the...
- Mon Jan 23, 2023 3:53 pm
- Forum: This Forum
- Topic: Forum name change
- Replies: 23
- Views: 9505
Re: Forum name change
Could I please get a name change to "MiniHerc"? Thank you!
- Sun Jan 22, 2023 8:05 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 39
- Views: 22468
Re: Factorio price increase - 2023/01/26
What are we missing? That wube is not a non profit. :P And yet this is a direct quote from Kovarex "Thanks, this is appriciated. Big part of it is, that our (or at least mine) approach to money is, that once you have enough to live comfortably, and enough to financially support the ongoing (an...
- Sun Jan 22, 2023 6:10 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 39
- Views: 22468
Re: Factorio price increase - 2023/01/26
Edit: Redacted because of misinformation.
- Sat Jan 21, 2023 7:49 am
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 39
- Views: 22468
Factorio price increase breaks your promise
Per this 'Price Increase' blog post After careful consideration, we have decided to set the new price of the game to 30 USD (or your regional equivalent). This change will become effective as of the 16th of April 2018. This is the final Factorio price update, unless something unforeseen happens , s...
- Thu Oct 20, 2022 11:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Vaclav] [1.1.35] Artifacts on Belt Icons
- Replies: 8
- Views: 5895
Re: [Vaclav] [1.1.35] Artifacts on Belt Icons
Why did this need changing? The new icon is awful.
- Sat Apr 02, 2022 9:39 pm
- Forum: Not a bug
- Topic: [1.1.55] Server filters are reset on restart
- Replies: 7
- Views: 2261
Re: [1.1.55] GUI; public lobby filters are not persistent through game restart now
Thanks for the report however that change was done on purpose. Griefing the playerbase was done on purpose? Why? Those settings need to be saved. This means that every time someone loads it up, they have to set the filters all over again, adding up to years of additional effort forced upon the play...
- Sat Apr 02, 2022 12:34 pm
- Forum: Duplicates
- Topic: [1.1.57] Multiplayer search filters not saving
- Replies: 1
- Views: 911
[1.1.57] Multiplayer search filters not saving
Steps to reproduce:
- Launch Factorio
Click Multiplayer, Browse public games
Set some search filters
Click Back, Back, Exit
Relaunch Factorio
Go back to the public game browser
Notice that the search filters reset to default.
- Fri Jul 02, 2021 8:00 pm
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 11841
Re: We need more control over bots
This is not a feature suggestion. I was putting down some roboports in an outpost. The outpost didn't have power. After having put some construction bots in one of the ports, they rushed out to get some trash from me and stuck around as there was no storage. Then they bounced from port to port as t...
- Mon Jun 21, 2021 3:12 am
- Forum: Gameplay Help
- Topic: Armour & Gun quickbar location question
- Replies: 35
- Views: 13764
Re: Armour & Gun quickbar location question
So it doesn't actually solve the issue it was supposed to. The info can still overflow the screen, even with the weapons moved to the left. Why not actually solve the issue by making the info panel on the right scrollable if it gets too big and suddenly screen size is not an issue any more and the ...
- Fri Jun 04, 2021 6:42 pm
- Forum: Technical Help
- Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
- Replies: 21
- Views: 15705
Re: Last hope: blueprint library recovery from save file. (v1.1.9+)
Only reason why they were not possible to be extracted was that when a player joins with an empty blueprint library, there is a blueprint library synchronization happening which removes all the blueprints that player does not have. But why remove them? Because player does not have them in local sto...
- Fri Jun 04, 2021 3:57 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8711
Re: please do not use floating point value in Factorio
Would it be possible to override that for modded games? Specifically, Pyanodons, and the seablock mod for it? Early game, I'm slowly producing liquid glass from quartz at a rate of 10 fluid units per 10 seconds or so, and with the underground pipe length I was using, I was experiencing 75% fluid lo...
- Fri Jun 04, 2021 3:36 pm
- Forum: Technical Help
- Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
- Replies: 21
- Views: 15705
- Fri Jun 04, 2021 3:28 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8711
Re: please do not use floating point value in Factorio
As far as I know the reason why pipes flush when below 0.05 fluid is to prevent an incredibly tiny amount just sitting there clogging up the pipe(s). Since all fluids in the game are infinite it's a non-issue; more will come in and the cycle continues. Would it be possible to override that for modd...