Search found 40 matches
- Tue Apr 29, 2025 9:29 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 15959
Re: Version 2.0.46
Can you ustill drive the old way? The idea of having tte car 'snap' to one of 8 directions doesnt sound appealing to me.
It's easy enough to check yourself by using Vehicle Snap Mod - it's in the top 30 or so of all mods for a reason. Granted that uses 16 directions by default, but you can ...
- Tue Apr 29, 2025 6:18 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 15959
Re: Version 2.0.46
Minor Features
Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
And another mod made useless by making the game better π Took you long enough :)
The vehicle steering, balancing and fulgora cliff graphics are very interesting to me!
The ...
- Sun Apr 06, 2025 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Please add "Quality: Any" filter to more chests
- Replies: 10
- Views: 3368
Re: Please add "Quality: Any" filter to more chests
Came to ask for exactly that so adding a +1 for visibility 
Fayabella depicted the issue perfectly.

Fayabella depicted the issue perfectly.
- Wed Nov 13, 2024 5:14 pm
- Forum: Won't fix.
- Topic: [2.0.15] Biters expand beyond cliff
- Replies: 8
- Views: 2648
Re: [2.0.15] ]Biter Expansion and Cliffs
If you read the referenced FFF, it talks about how cliffs were not very useful in 1.1 because they had gaps that you had to defend, which implies 2.0 continuous cliffs would not have to be covered in turrets.
Thats how I interpreted it aswell, hence my dissapointement. For me at least they are ...
- Mon Nov 11, 2024 3:40 pm
- Forum: Won't fix.
- Topic: [2.0.15] Biters expand beyond cliff
- Replies: 8
- Views: 2648
Re: [2.0.15] ]Biter Expansion and Cliffs
Thanks for the report. I don't consider this to be worth changing. Cliffs are not a guarantee of protection.
Cliffs are not a guarantee of protection.
So what about all that stuff about making cliffs more useful for defense in FFF-401?
That's fine, I can live with that, but ...
- Sun Nov 10, 2024 6:04 am
- Forum: Won't fix.
- Topic: [2.0.15] Biters expand beyond cliff
- Replies: 8
- Views: 2648
[2.0.15] Biters expand beyond cliff
Biters can build a nest that grows to both sides of a cliff, circumventing their defensive function.
I did run into the same issue and forgot to take a screenshot, so I am sharing someone else's reddit post on the same issue. The picture is taken from there:
https://www.reddit.com/r/factorio ...
I did run into the same issue and forgot to take a screenshot, so I am sharing someone else's reddit post on the same issue. The picture is taken from there:
https://www.reddit.com/r/factorio ...
- Tue Oct 29, 2024 7:04 pm
- Forum: Releases
- Topic: Version 2.0.12
- Replies: 21
- Views: 14756
Re: Version 2.0.12
i think F5 directly toggles the grid - easy to toggle it on by accident and then being confused by it
)

- Sat Jun 13, 2020 3:52 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 95641
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Usually I comment here to add my feedback and criticism - this time I just wanna say that both changes are great :) Looking forward to use them both!
Especially the Beacon now feels like it fits exactly with its purpose both in game as well as in the way it is displayed without visual clutter. Love ...
Especially the Beacon now feels like it fits exactly with its purpose both in game as well as in the way it is displayed without visual clutter. Love ...
- Fri Jan 31, 2020 8:35 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 27704
Re: Friday Facts #332 - More sounds & Map color tweaks
I got 3 things I want to leave here as feedback. Now while this is mostly negative feedback that doesn't mean you haven't been doing an amazing job with the game so far, but I feel a bit unhappy about the changes mentioned in the dev blog and for that reason want to share my thoughts. So let me ...
- Fri Nov 08, 2019 7:24 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 96651
Re: Friday Facts #320 - Color correction
To add my $0.02...
Going by the pictures in order of their appearance in the blogpost:
1) I don't outright disagree with the idea that factorio might've been too dark but I don't feel that this is the right way.
While there is some instances in which the higher saturation looks "alright" there is ...
Going by the pictures in order of their appearance in the blogpost:
1) I don't outright disagree with the idea that factorio might've been too dark but I don't feel that this is the right way.
While there is some instances in which the higher saturation looks "alright" there is ...
- Tue Mar 05, 2019 3:38 pm
- Forum: Pending
- Topic: [0.17.5][Mac] wrongly sized button & weird map generation
- Replies: 3
- Views: 1638
Re: [0.17.5] & weird map generation
There's something funky about that seed; it results in various strange coasts at most water levels.
Couldn't duplicate the button issue on Linux though.
The other coast lines seem in part unusually curved as well but the top right is by far the weirdest one.
The button - is my guess - is ...
- Tue Mar 05, 2019 12:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.1] OSX - Extra Graphics when zoomed out
- Replies: 5
- Views: 2748
Re: [posila] [0.17.1] OSX - Extra Graphics when zoomed out
This was fixed for me, after I changed texture compression to low in the graphic settings.
- Tue Mar 05, 2019 12:29 pm
- Forum: Pending
- Topic: [0.17.5][Mac] wrongly sized button & weird map generation
- Replies: 3
- Views: 1638
[0.17.5][Mac] wrongly sized button & weird map generation
Two issues for the price of one!
My device (in case relevant): 13" (1440x900) macbook air, A1466 with 8gb and i7,
1)
When clicking the preview button in the map generator it enlarges the play button beyond the screen size (see picture)
2)
weird formation in the water (top right) of a curved ...
My device (in case relevant): 13" (1440x900) macbook air, A1466 with 8gb and i7,
1)
When clicking the preview button in the map generator it enlarges the play button beyond the screen size (see picture)
2)
weird formation in the water (top right) of a curved ...
- Fri Mar 01, 2019 11:45 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.0/0.17.1] Tutorial feedback and thoughts
- Replies: 0
- Views: 1080
- Thu Feb 28, 2019 5:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Crash when mining "scrap metal"
- Replies: 6
- Views: 4701
Re: [0.17.0] Crash when mining "scrap metal"
As stated in the first post it happened only once on the very first start after a fresh install with 0.17.0T-A-R wrote: Thu Feb 28, 2019 2:27 pm I guess they only look to the latest update. did updating to 17.2 fix the problem for you?
Worked after even in 0.17.0 and have not played in 0.17.2 yet
- Wed Feb 27, 2019 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Crash when mining "scrap metal"
- Replies: 6
- Views: 4701
Re: Crash when mining "scrap metal"
Thanks!T-A-R wrote: Wed Feb 27, 2019 6:39 pm OP, please add version number to the title if possible in [square brackets].
I encounter the same playing [0.17.2]:
Was in a rush to post and totally forgot

- Wed Feb 27, 2019 3:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.1] OSX - Extra Graphics when zoomed out
- Replies: 5
- Views: 2748
Re: [0.17.1] OSX - Extra Graphics when zoomed out
Same error here on my MacBook Air from late 2013 (intel HD 5000)
Appears some doodats (you spell them that way?) are not displayed properly.
The same happens with the belt animation at similar zoom levels flickering weirdly with sprites appearing to have similar black borders (not in screenshot ...
Appears some doodats (you spell them that way?) are not displayed properly.
The same happens with the belt animation at similar zoom levels flickering weirdly with sprites appearing to have similar black borders (not in screenshot ...
- Wed Feb 27, 2019 2:55 pm
- Forum: Balancing
- Topic: [0.17.0/0.17.1] Tutorial feedback and thoughts
- Replies: 0
- Views: 1231
[0.17.0/0.17.1] Tutorial feedback and thoughts
I hope this is the right place for my collection of thoughts (probably a lot and a bit mixed):
First of let me say there is a lot I liked about it, but allow me to focus on the things I want to give some constructive criticism about. I plan on playing a few more times through it but due to my job ...
First of let me say there is a lot I liked about it, but allow me to focus on the things I want to give some constructive criticism about. I plan on playing a few more times through it but due to my job ...
- Wed Feb 27, 2019 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Crash when mining "scrap metal"
- Replies: 6
- Views: 4701
[0.17.0] Crash when mining "scrap metal"
I had a crash the first time I started the mission, when I was mining the "scrap metalβ.
Only on the first time attempt - after it seemed to work:
The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level::on_tick (ID 0 ...
Only on the first time attempt - after it seemed to work:
The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level::on_tick (ID 0 ...
- Sat Jun 30, 2018 5:16 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 91380
Re: Friday Facts #249 - Dead end exploration
I am not sure if this has been previously mentioned as I don't have the time at the moment to read through 6 Pages of comments.
However after reading the recent Friday Facts I wanted to point out a problem that I have run into a few times that hasn't been mentioned in the blog and potentially would ...
However after reading the recent Friday Facts I wanted to point out a problem that I have run into a few times that hasn't been mentioned in the blog and potentially would ...