Search found 170 matches
- Sun May 21, 2017 10:26 am
- Forum: General discussion
- Topic: Never noticed Factorio had music ingame until recently
- Replies: 1
- Views: 979
Never noticed Factorio had music ingame until recently
I've always heard the music during the intro, but since the music defaults to such a low relative volume, I've never really noticed it ingame until a couple days ago. I heard this odd sound sorta like wind, and then I turned the music up and oh my god it's real. I have the music volume at about doub...
- Sun May 21, 2017 10:19 am
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 20472
Re: Difficulty curve and how to keep players till end game
Many people play with mods, which end up disabling Steam achievements. Not sure how representative these figures are as a whole. This. I've only played vanilla for maybe 30 hours total. Started off with perhaps 12 hours vanilla, then I dived into crazy modded. Went back to vanilla for ~15 hours for...
- Sun May 21, 2017 10:09 am
- Forum: This Forum
- Topic: Slight change needed to the way posting works
- Replies: 1
- Views: 1079
Slight change needed to the way posting works
On all other forums I've used over the years, when I submit a new post, the forum takes me to that new post.
Factorio is the only forum that requires me to click something to view the post I just made.
It's very odd.
Factorio is the only forum that requires me to click something to view the post I just made.
It's very odd.
- Fri May 19, 2017 6:23 pm
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 17307
Re: Change UI paradigm from Toolbelt to Toolbar
I LIKE the toolbelt. I use a steelseries merc stealth keyboard that lets me access 1 thru 0 with my left hand without moving my hand and - for switching rows. I also play modded and end up with 3-4 toolbelt rows by late game. If you're going to think about something like this, then increase inventor...
- Sat May 13, 2017 9:48 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Smarter construction bots when in a vehicle
- Replies: 1
- Views: 730
[Request] Smarter construction bots when in a vehicle
Would this be possible: When the player is in a vehicle and has 1+ personal roboports with construction bots in inventory: If vehicle health < 90% AND vehicle speed < 50% of max bot speed, OR vehicle speed = 0, THEN attempt repair, ELSE do nothing? I've never done factorio modding before, but I'm in...
- Thu May 11, 2017 3:19 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386460
Re: Development and Discussion
Try /c game.player.force.technologies["fluid-handling"].enabled = true I'll include that to the migration Will this be in a mod update soonish? I have a save that's around 15 hours in and I'd rather not use a command to fix it since it'll disable achievements. And I'd rather not have to s...
- Sun May 07, 2017 7:34 am
- Forum: Not a bug
- Topic: [0.15.9] Default save name overwrites different game
- Replies: 9
- Views: 4655
Re: [0.15.9] Default save name overwrites different game
"Working as implemented" is the phrase we use for this sort of bug around the office. I'm struggling to come up with any sort of scenario where most users, or indeed any user, would want to entirely erase a completely different game. I doubt this was "designed" this way. Seems t...
- Sun May 07, 2017 3:20 am
- Forum: Not a bug
- Topic: [0.15.9] Default save name overwrites different game
- Replies: 9
- Views: 4655
Re: [0.15.9] Default save name overwrites different game
This is not a bug as it is working as intended, if you want it changed, make a development suggestion. I disagree. This one has already cost tens of hours across multiple players. Anyone who has more than one game going at a time (say, a single and multiplayer save) is affected. 1) Start a new game...
- Wed May 03, 2017 9:41 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226432
Re: [MOD 0.12.x] Autofill
Well since someone felt the need to put up a copy of Autofill on the mod portal I guess I don't have to worry about doing any more work on this. The version on the mod portal doesn't work, and the one on github apparently only works with 0.12.... I'm just starting out, placing burner miners and it'...
- Wed May 03, 2017 9:24 am
- Forum: General discussion
- Topic: How to save map resource settings?
- Replies: 2
- Views: 1386
Re: How to save map resource settings?
After some input from the factorio modding discord channel, I have created a new map preset specifically for bob's mod ores, available here. I suppose I can close this thread now.
- Wed May 03, 2017 2:25 am
- Forum: General discussion
- Topic: How to save map resource settings?
- Replies: 2
- Views: 1386
How to save map resource settings?
I reroll maps a lot until I get something I like, and is there a way to save the map resource settings between launches? Especially for when I'm using Bob's mods or the like... Bob's mods has over 20 resource settings and manually setting all of them every single time is getting really old. I want a...
- Mon May 01, 2017 8:52 am
- Forum: Ideas and Suggestions
- Topic: Arctic biomes? And restricting biomes that can spawn
- Replies: 1
- Views: 1103
Arctic biomes? And restricting biomes that can spawn
Apologies if this has been posted before somewhere. I was just thinking it would be really cool if we could have an arctic biome. Perhaps even with snow/ice and frozen lakes/oceans that can melt to liquid lakes/oceans if it gets too warm. (pollution based warming anyone?) Was also thinking it would ...
- Thu Apr 27, 2017 8:39 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Improvement of crafting queue
- Replies: 19
- Views: 30140
Re: Improvement of crafting queue ☸
Bump. Quote of my post in suggestions forum. So I've queued up a few hundred of something early game, say belts in groups of 5. And then about a third of the way in, I realize I need something of x right now. As it is, my only options are to either wait for the rest to finish crafting or spam shift-...
- Thu Apr 27, 2017 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Ability to destroy unneeded components of oil processing
- Replies: 18
- Views: 10116
Re: Ability to destroy unneeded components of oil processing
This is why you set up circuit controlled automated oil cracking. If petro < light oil, crack light oil to petro. If light oil < heavy oil, crack heavy to light.
- Thu Apr 27, 2017 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 73
- Views: 29077
Re: Do not pause game when looking at research in single player
Agree with the op. An option to disable pausing with the research window up would be good.
- Thu Apr 27, 2017 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Need a priority craft hotkey
- Replies: 4
- Views: 1985
Need a priority craft hotkey
So I've queued up a few hundred of something early game, say belts in groups of 5. And then about a third of the way in, I realize I need something of x right now. As it is, my only options are to either wait for the rest to finish crafting or spam shift-r-click a few dozen times to cancel the craft...
- Sun Apr 23, 2017 3:37 pm
- Forum: General discussion
- Topic: Green and Red wires: Why two colours?
- Replies: 16
- Views: 15429
Re: Green and Red wires: Why two colours?
Good idea. We do need more colors. Blue and Yellow would be nice. Or White and Black. Or both sets. More circuits for the circuit god.
- Mon Aug 22, 2016 1:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.17] Client with 56+ mods cannot see Linux server
- Replies: 11
- Views: 3611
Re: [13.17] Client with 56+ mods cannot see Linux server
Not that I'm aware of. I was just typing a standard x.x.x.x:x ipv4 address.HanziQ wrote:Were any of you using IPv6 to connect?
- Sat Aug 20, 2016 12:15 am
- Forum: Not a bug
- Topic: Pressing Q doesn't move the blueprint back to the book
- Replies: 4
- Views: 1490
Re: Pressing Q doesn't move the blueprint back to the book
When you open a blueprint book, use a blueprint, and press Q, the blueprint is moved into your inventory instead of back to the blueprint book. Maybe this is intended behavior, but I disagree with this design choice. For example, I have a rail building book. When I want to build rails, I open the b...
- Fri Aug 19, 2016 6:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.17] Client with 56+ mods cannot see Linux server
- Replies: 11
- Views: 3611
Re: [13.17] Client with 56+ mods cannot see Linux server
When the server stops responding, the clients do as well; I've just been force closing them. I will contact the server owner and will see if we can do a more prolonged test to see if the clients ever start responding again, and get the server log. There are no client logs of this that I know of, si...