Search found 80 matches
- Fri Oct 25, 2024 5:07 pm
- Forum: Duplicates
- Topic: [2.0.10] force building belts over other belts adds extra unwanted underground belts
- Replies: 1
- Views: 263
[2.0.10] force building belts over other belts adds extra unwanted underground belts
When trying to put a 4x4 belt balancer over the 4 lane bus, underground some extra underground belts are placed for some reason. This is how a balancer loosk like: Screenshot from 2024-10-25 18-50-39.png This is what it looks like without force building while hovering: Screenshot from 2024-10-25 18-...
- Tue Oct 22, 2024 8:48 pm
- Forum: Not a bug
- Topic: [0.17.0] Pick ghost item while crafting
- Replies: 4
- Views: 1433
Re: [0.17.0] Pick ghost item while crafting
See https://forums.factorio.com/viewtopic.php?f=7&t=116680 This issue is a huge PITA in the early stages of the game, where I often have not enough of some item, but it is placed somewhere in the vicinity, so I press Q, mine the placed entity and expect to place it, but I need to exit ghost curs...
- Tue Oct 22, 2024 8:33 pm
- Forum: Duplicates
- Topic: [2.0.8] Mining a building with item count 0 in EQ does't update ghost cursor, disallows placing entity
- Replies: 2
- Views: 88
- Tue Oct 22, 2024 8:26 pm
- Forum: Duplicates
- Topic: [2.0.8] Mining a building with item count 0 in EQ does't update ghost cursor, disallows placing entity
- Replies: 2
- Views: 88
[2.0.8] Mining a building with item count 0 in EQ does't update ghost cursor, disallows placing entity
I didn't find this report on the forum: In the early game when I have few items I sometimes pick an item with Q when I don't have the item in EQ. Mining nearby items with ghost cursor of that entity doesn't update the cursor, disallowing placing the building. Reproduction: 1. Place an electric pole ...
- Tue Oct 22, 2024 5:15 pm
- Forum: Duplicates
- Topic: [2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming
- Replies: 5
- Views: 272
Re: [2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming
yes, e accepts input for scientific notation, it was in some FFF iirc. Tehre are also SI suffixes like k, m and the rest I don't remember. I don't remember which FFF it was mentioned in, and the variables are news to me, would be nice to have some documented info about it. For anyone interested, Ent...
- Tue Oct 22, 2024 4:40 pm
- Forum: Duplicates
- Topic: [2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming
- Replies: 5
- Views: 272
[2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming
The "E" to confirm number input in a GUI (for example when trying to input a constant for a signal in inserter) doesn't work anymore when the number input is focused. It inputs the 'e' letter instead. I am not sure if that was the case before 2.0 (inputs restricted characters to digits onl...
- Fri Oct 11, 2024 11:55 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 35848
Re: Friday Facts #432 - Aquilo
Very nice puzzle idea with the heat system! Does it mean heat system got a performance update? One nitpick: I think the thawing graphic is too abrupt. I get why you opted for handpainted effect, but you could add the shader to progressively alpha-dither it to make thawing look better imo. One QoL I ...
- Fri Oct 04, 2024 3:43 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 31978
Re: Friday Facts #431 - Gleba & Captivity
I love it! The bacteria bit in this FFF ignited an spark of imagination in my head which led to the idea of a new gleba-specific production loop which could hugely beenfit gleba in my opinion and tightly integrate it with the rest of the planets. That idea being... drum roll please... Growing bacter...
- Sun Sep 29, 2024 12:36 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 69932
Re: Friday Facts #384 - Combinators 2.0
Does anyone know if there is a solution for "build order" problems? [...] Combinators shouldn't work unless they are powered, so I think it's up to you to cut power to a section of a network until it's built. You can use switches or just manually keep track of connections and only attach ...
- Fri Sep 20, 2024 4:11 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 154
- Views: 31495
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
demolishers on death just poofing out of existence feels very disappointing. would be much more interesting if they left wreckage behind or could be partially destroyed to slow them down or weaken their healing It would be very nice. Also a need to clean it or blow it up to bits with rockets (now w...
- Fri Sep 13, 2024 1:07 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 69932
Re: Friday Facts #384 - Combinators 2.0
Also remember about vector operations!
for example
for example
Code: Select all
output red = each red * each green
- Fri Sep 13, 2024 12:13 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 16479
Re: Friday Facts #428 - Reactor & Logistics circuit control
Nice changes. However I still find the UI of the combinators confusing. I can't remember what those checkboxes mean and they are not immediately obvious. Also color coding would help a lot. White text on bright green is barely visible. Those checkboxes suggest impossible states, I think you should h...
- Fri Aug 16, 2024 12:40 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 35748
Re: Friday Facts #424 - Gleba Pentapod Enemies
Very cool and interesting design, as well as mechanics! Now add a super long centipede enemy that blocks player movement like a wall and can crawl over the defences for maximum panic factor :D I also agree with Koub: there is something in the little wrigglers movement that makes it look "icy&qu...
- Sat Jul 13, 2024 12:18 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 21930
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
It would be nice to see a signal value next to a text, even more, give support to a rich text for displaying icons anywhere. When it comes to combinators, I know that the red/green channels are there since forever, but I still think it is a shame we don't have a way for a combinator to work on a sin...
- Fri May 31, 2024 11:22 am
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 122
- Views: 28569
Re: Friday Facts #413 - Gleba
I love the alien aesthetic, this is something I always felt was lacking on nauvis. Will the flora and fauna animate? Like a small particle for a "lizard like"creature here and there, yellow eyes on the tree hiding inside when the night comes or the tentacles wriggling here and there?
- Sat May 25, 2024 11:28 am
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 62
- Views: 12949
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
The solution to the concern about spam is to "combine" them. (...) I think before coming up with a solution the first thing to do should be checking if the problem even exists in the first place, and I'm inclined to believe there wouldn't be, in fact, any problem. From the wording of the ...
- Sat May 25, 2024 9:16 am
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 62
- Views: 12949
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
It's easy to undo if it's the most recent action, but when you're undoing a series of multiple recent actions (like 10+), having manual rotations omitted is more painful and likely to get you back to an inconsistent state that never existed. I couldn't agree more. I can already imagine how annoying...
- Fri May 24, 2024 11:17 am
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 62
- Views: 12949
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
This is the FFF I've been waiting for the most :P First, a shameless plugs: https://forums.factorio.com/viewtopic.php?t=104721 and https://t3st3ro.github.io/stuff/factorio-waypoints.html and requests directly related to that: Could you add some API for registering a bunch of actions as a single entr...
- Fri May 10, 2024 12:19 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 23960
Re: Friday Facts #410 - Rocket turret & Target priorities
Oh come ooooon! Give us a manual artillery control via circuit network! X, Y and FIRE!
Also: I assumed rocket turrets would be mid-to-far range? I find this pretty weird.
Also: I assumed rocket turrets would be mid-to-far range? I find this pretty weird.
- Fri Apr 26, 2024 12:13 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28337
Re: Friday Facts #408 - Statistics improvements, Linux adventures
current item list under the graph shows two collums of items. Problem is, the second column which shows items in the middle of the list. ... I agree with the point this guy makes, but his proposition isn't really better. I also think that current statistics item list waste quite a bit of space. I w...