Search found 225 matches
- Sat May 18, 2019 2:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.41] Signaling sometimes does weird things
- Replies: 2
- Views: 2371
[kovarex] [0.17.41] Signaling sometimes does weird things
What? Pleas look at attached picture. There are three rail crossings which looks very similar. And one Rail Chain Signal with weird behavior. factorio signal.png Let's start with that first one, it works correct. Add a second track under the upper horizontal one, and get that second crossing. One si...
- Fri May 17, 2019 7:20 pm
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 34498
Re: Friday Facts #295 - New design for the chemical plant
Very nice chemical plant, but I see second chimney, maybe for steam? How you think about add some white steam from this pipe when water is used to procesing? And one thing, solid fuel and plastics - maybe change color of procesing type into mixed of ingriedents? not full tint but significant? Mayeb...
- Sat May 11, 2019 8:49 am
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 21492
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
https://lua-api.factorio.com/latest/Data-Lifecycle.html Doesn't contain the most important file of all. info.json (and the folder structure and naming scheme should be close by) The event list. For some reason I always find it via the defines page. Would be nice if the defines list, for each catego...
- Sat May 04, 2019 10:38 am
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 55269
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Not like we have tons of cute aliens you may want make plushes of in Factorio, but just looks at this guy https://www.etsy.com/shop/VariousKnitKnacks - I love his splitter keychain a lot: https://i.etsystatic.com/10369983/r/il/1cda9b/1740232619/il_fullxfull.1740232619_sgk8.jpg Factorio belt belt :D...
- Wed Mar 27, 2019 10:16 pm
- Forum: Releases
- Topic: Version 0.17.20
- Replies: 19
- Views: 13599
Re: Version 0.17.20
... if the reason of the - temporary - removal is not explained clearly. Just for me, it's clear enough: ... we would need to spend a bunch of time ... this just doesn't make sense for us. In short: They don't have time for that. You're right, they didn't clearly explain why they don't have time - ...
- Sun Mar 24, 2019 8:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.17]Blueprint rotation not saved for direct links
- Replies: 1
- Views: 2033
[Twinsen][0.17.17]Blueprint rotation not saved for direct links
What is: Blueprint linked from BP-book in inventory saves rotation during use of release button (Q). BP-books linked from BP-library doesn't. What I expect: Both BP-books behave the same. (In best case - booth save positions.) How to reproduce: Start a new game. Chop some trees. Craft 4 crates. Pla...
- Sat Mar 23, 2019 8:48 pm
- Forum: News
- Topic: Friday Facts #287 - Just bugs again
- Replies: 26
- Views: 17984
Re: Friday Facts #287 - Just bugs again
Would have been simpler, and a better idea, to just let the ban commands have proper quoting applied, so you can ban "awkward user name". There's some quite good reasons to disallow spaces in usernames on principle. The question is if we should have usernames at all. In my opinion the bes...
- Fri Mar 15, 2019 10:48 pm
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 33069
Re: Friday Facts #286 - Pollution cleanup
- Sun Mar 10, 2019 10:32 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 29788
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
But why?Koub wrote: ↑Sun Mar 10, 2019 10:54 amThis change is intended. Source : viewtopic.php?f=3&t=65070Chests and wooden power poles are no longer usable as fuel.
- Fri Mar 08, 2019 11:55 pm
- Forum: Ideas and Suggestions
- Topic: Adding redprints and greenprints prints to blueprint library
- Replies: 13
- Views: 3821
- Thu Mar 07, 2019 11:04 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
- Replies: 11
- Views: 3887
Re: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confus
Yes, I think you're right, they should get you the information how to change recipes. Because with limited capability to handcraft everything you need, progression may be hard. But that's not founded in existence of special buildings, it's founded in limited handcrafting in combination with not to t...
- Thu Mar 07, 2019 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Adding redprints and greenprints prints to blueprint library
- Replies: 13
- Views: 3821
Adding redprints and greenprints prints to blueprint library
As described here , there are much possibilities with deconstruction planer. Different filter settings for example. I you've got some well adjusted decon planner you have to carry them around in your inventory, each of them blocking a whole slot in your inventory. Suggestion: Handle it like a bluepr...
- Wed Mar 06, 2019 9:14 pm
- Forum: Not a bug
- Topic: [0.17.6]Can't store deconstruction planer in BP-Lib (bug or missing feature?)
- Replies: 1
- Views: 680
[0.17.6]Can't store deconstruction planer in BP-Lib (bug or missing feature?)
If one has Setup different decon planer (different white lists, black lists etc.) he has to carry it around in inventory. As far as I see it is not possible to add it to BP-library.
Edit: May the same with the green one (But I don't know if it is configurable in different ways).
Edit: May the same with the green one (But I don't know if it is configurable in different ways).
- Mon Mar 04, 2019 12:17 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 33811
Re: [0.17.1] intro too hard
What did you all do? I had placed only 5 turrets at each side. And I put them on the clifs, so I don't need to protect them. I had built a second line with 3 turrets on the cliffs to the left hand side near Iron patch (that was my first line, that 5 turret one was built later). It works very fine. I...
- Sun Mar 03, 2019 9:45 am
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.3] Campaign: my feedback
- Replies: 3
- Views: 1185
Re: [0.17.3] Campaign: my feedback
I love reading these, thanks for posting. :) You are welcome. BTW. I need to add one sentence to my feelings. I feel betrayed because Compilatron doesn't tell me about that fish in the car. (The car doesn't looks origin so I think it was on the ship, but why has it fish in it? Was it, because we us...
- Sat Mar 02, 2019 10:21 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.2] Tutorial experience report
- Replies: 4
- Views: 1935
Re: [0.17.2] Tutorial experience report
Some Answers ... It gets worse when the frame rate drops, which it did surprisingly early. My screen resolution is 1680 X 1050. The computer is 8-core 3 GHz, 64-bit, 16 GB RAM. FPS was down to 13.2 with 2 assemblers, 1 lab, some belt, and 6 burner-inserters on the screen. Curiously it increased to 1...
- Sat Mar 02, 2019 11:56 am
- Forum: Ideas and Suggestions
- Topic: Biter carcasses should fade out
- Replies: 4
- Views: 1289
Re: Biter carcasses should fade out
Additional to that: please make a config for that "fade-out-time".
- Sat Mar 02, 2019 11:51 am
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.3] Campaign: my feedback
- Replies: 3
- Views: 1185
[0.17.3] Campaign: my feedback
Here I like to write down my feelings about the new campaign. I didn't play factorio for a few month, so I've forgotten the most and has played the campaign as like a newbie. I happily survived a crash landing and meet my best friend... Compilatron. I yust feel it's name is to long and to complex. I...
- Fri Mar 01, 2019 10:37 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
- Replies: 11
- Views: 3887
Re: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confus
I very much disagree. It is fully normal, that in a "campaign" (this is not stated as "tutorial") some buildings exist which are special and not available in free play. (Did you ever play C&C TS?) This special assemblers are colored in red (not available in free play) so they...
- Fri Mar 01, 2019 2:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1][OSX] Controls setting KEYPAD ENTER changes to RETURN
- Replies: 6
- Views: 3375
Re: [0.17.1][OSX] Controls setting KEYPAD ENTER changes to RETURN
Thank you for keep them separate keys ...