Search found 50 matches
- Sat Nov 16, 2024 3:33 pm
- Forum: Duplicates
- Topic: [2.0.17] Gleba enemies stay frozen when about to attack
- Replies: 6
- Views: 342
Re: [2.0.17] Gleba enemies stay frozen when about to attack
Yeah its strange. Turrets won't affect their state, but if you manually target them with artillery, the group will "wake up" and attack normally en masse.
- Fri Nov 15, 2024 6:21 pm
- Forum: Bug Reports
- Topic: [2.0.18] When upgrading quality of a building while window open for it, it closes upon new bot placement
- Replies: 1
- Views: 80
[2.0.18] When upgrading quality of a building while window open for it, it closes upon new bot placement
As the title says. Not sure if its intended or a bug, so I figured I'd post it here. So for instance I'm viewing a normal quality EMP, and I upgrade it to a rare one and continue to have the viewing/status window open for it. Upon placement of the new building, the window closes. I understand why th...
- Thu Nov 14, 2024 6:26 pm
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 8837
Re: Version 2.0.18
So higher quality material for a storage container... allows you fit more inside of it?[space-age] Container sizes increase with quality.
- Thu Nov 14, 2024 12:20 am
- Forum: Duplicates
- Topic: [2.0.17] Gleba enemies stay frozen when about to attack
- Replies: 6
- Views: 342
Re: [2.0.17] Gleba enemies stay frozen when about to attack
Adding to this, bugged enemies don't heal either:
They do however continue to emit sound.
They do however continue to emit sound.
- Wed Nov 13, 2024 11:36 pm
- Forum: Not a bug
- Topic: [2.0.17] Mining through remote view is usually slower than using character
- Replies: 3
- Views: 198
Re: [2.0.17] Mining through remote view is usually slower than using character
In case you don't know, holding the right mouse button once you get past that decon timer allows you to decon multiple items at a time. Just be sure to have good mouse control.
- Wed Nov 13, 2024 11:29 pm
- Forum: Duplicates
- Topic: [2.0.17] Gleba enemies stay frozen when about to attack
- Replies: 6
- Views: 342
[2.0.17] Gleba enemies stay frozen when about to attack
11-13-2024, 17-22-05.png 11-13-2024, 17-22-28.png Hi there, I'm playing deathworld settings, and recently started getting attacked quite often. About an hour into it the enemies start entering into this strange state, staying frozen not too far outside of turret range. I'm on another planet, but ev...
- Wed Nov 06, 2024 10:18 pm
- Forum: Assigned
- Topic: [Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving planet
- Replies: 2
- Views: 236
Re: [Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving pla
Adding to this, while you're off through the clouds/stars on a rocket to a platform, even though you can't see the planet surface at all, hovering your mouse around the sky will show descriptions for machines/belts/items on the right hand side. Being able to highlight with your mouse (and possibly s...
- Tue Nov 05, 2024 3:13 pm
- Forum: Duplicates
- Topic: [2.0.14] Damage ignoring nearby construction robots/repair packs, dispatching from far away (pics/save included)
- Replies: 1
- Views: 238
[2.0.14] Damage ignoring nearby construction robots/repair packs, dispatching from far away (pics/save included)
I'm playing a deathworld and started using artillery not long ago, so nonstop things getting damaged and being repaired. However, something strange started happening with the roboports. I've noticed the roboports nearest the constant damage, have completely filled up on their own with bots and repai...
- Fri Nov 01, 2024 9:51 pm
- Forum: Bug Reports
- Topic: [2.0.14] Factoriopedia Artillery Wagon - glitched animation (vid included)
- Replies: 0
- Views: 63
[2.0.14] Factoriopedia Artillery Wagon - glitched animation (vid included)
https://www.youtube.com/watch?v=kqYmGh-Jt6c In the Factoriopedia, the animation for the artillery wagon is pretty strange. I'm not sure what the intended action you want to show (if any), but it fires without seemingly any flame effects, and then snaps to this barrel recoiling frame instantly and h...
- Thu Oct 31, 2024 2:25 pm
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 59
- Views: 9567
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Imagine complaining like this over spending $35 one time for a game of this quality.
- Tue Oct 29, 2024 4:49 pm
- Forum: General discussion
- Topic: I do not want space travel and most other things from SA...
- Replies: 2
- Views: 815
Re: I do not want space travel and most other things from SA...
You'll have to buy the DLC to get what you want, there is no getting around that. Sooner than later mods will give you whatever playthrough you want.
- Tue Oct 29, 2024 5:54 am
- Forum: Assigned
- Topic: [Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving planet
- Replies: 2
- Views: 236
[Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving planet
When your character is on a rocket, before cutting to the platform surface, there is some period while you see the rocket animation, clouds, stars, etc. Throughout your entire duration while the planet you're on disappears in the clouds, the names of other players and their cursors remains visible u...
- Wed Oct 23, 2024 3:55 am
- Forum: Implemented Suggestions
- Topic: Make holding shift move the research move to the front (or as much as possible)
- Replies: 18
- Views: 573
Make holding shift move the research move to the front (or as much as possible)
As the title says. Moving research around is awesome, but this makes it faster to move a high priority research into first position
Thank you.
Thank you.
- Sun Oct 20, 2024 3:32 pm
- Forum: General discussion
- Topic: Factorio 3.0
- Replies: 5
- Views: 1228
Re: Factorio 3.0
The good thing is 2.0 really opens up the possibilities for what mods can do. There could very well be new overhaul mods that massively increase the amount of stuff you do in the game like SE or K2. Theres also plans to make the game open source in a handful of years, Kovarex said during an intervie...
- Fri Sep 27, 2024 4:07 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 41568
Re: Friday Facts #430 - Drowning in Fluids
Sure, it had to be nerfed from its original form, I get it. My biggest concern is how it will perform in legendary beaconed megabase setups. Since the effects of quality multiply with each other (machine speed, module speed, beacons) 1-2.5x scaling for pumps won't be sufficient. Quality scaling for ...
- Fri Aug 09, 2024 3:21 pm
- Forum: News
- Topic: Friday Facts #423 - Research info tooltip & Online players GUI
- Replies: 64
- Views: 12614
Re: Friday Facts #423 - Research info tooltip & Online players GUI
Next step - multimonitor support, with the ability to pin remote views to separate game windows and put it on different screens. 100%! This would be great for power users engineers who want more data readily accessible while working in the other screen... remote view production stats electric netwo...
- Fri Jul 26, 2024 12:49 am
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 18991
Re: Friday Facts #415 - Fix, Improve, Optimize
For the new server option "auto-pause when a player is joining," is this only for dedicated servers, or will this functionality (hopefully) exist in in-game hosting as well? Hopefully its the latter.
- Tue Jul 23, 2024 6:49 pm
- Forum: General discussion
- Topic: Mods for 1st expansion run
- Replies: 31
- Views: 3800
Re: Mods for 1st expansion run
FYI, Raiguard has mentioned before that all of his mods will be supported with 2.0 on day 1, which coincidentally works perfect for me. So at a minimum you have those.
- Tue Jul 23, 2024 3:08 am
- Forum: General discussion
- Topic: Mods for 1st expansion run
- Replies: 31
- Views: 3800
Re: Mods for 1st expansion run
I'm doing the same thing myself, starting a long term game running 24/7 on a server. Aside from Rate Calculator like you mentioned, I'll be using these two from Raiguard as well: Ultimate Research Queue : Supports queues of 40 or so which is a nice improvement from vanilla. Can also auto-continue in...
- Tue Jul 23, 2024 2:57 am
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 24590