Search found 22 matches

by testasdf
Mon May 20, 2019 1:37 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 34750

Re: Friday Facts #295 - New design for the chemical plant

So, many people here like the smoke. But it looks too bad. Modern chemical plants shouldn't be this bad when it is operating normally. I know all it does is to make the pollution alerting, but it looks more like an industrial accident. I would expect explosions follows or the smoke spread to much bi...
by testasdf
Sat Jun 30, 2018 5:33 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 70479

Re: Friday Facts #249 - Dead end exploration

Intuitively I like 4 more than 3 because, a single item in a pure action bar is basically just a single item blueprint (with the extra ability to build things manually and use items). But 4 alone doesn't feel like a good idea. The action bar alone without changing blueprints could be a good feature....
by testasdf
Sun Apr 01, 2018 3:17 pm
Forum: Pending
Topic: [0.16.36] Blueprints can be reimported into library
Replies: 2
Views: 1203

[0.16.36] Blueprints can be reimported into library

Minor problem: Create a blueprint, export the blueprint string, and put it into the library. Import the blueprint string and also put it into the library. You got two identical blueprints there, which isn't possible otherwise.

I'm using Ubuntu 64 bit, steam version, if that matters.
by testasdf
Sun Apr 01, 2018 3:06 pm
Forum: Not a bug
Topic: [0.16.36] Inconsistent number size for constant combinators
Replies: 1
Views: 960

[0.16.36] Inconsistent number size for constant combinators

Minor problem: In the GUI of a constant combinator, if you input a too large number it will be truncated to 64bit. But only a 32bit number is actually saved.

I'm using Ubuntu 64 bit, steam version, loading a 0.15 save file, if that matters.
by testasdf
Wed Jun 29, 2016 11:11 am
Forum: Resolved Problems and Bugs
Topic: *[0.13.0] A bad save file as the default breaks loading UI
Replies: 9
Views: 4701

Re: [0.13.0] A bad save file as the default breaks loading UI

This forum doesn't let me upload an empty file, so this is my original broken save... To reproduce it you should modify the timestamp or remove other save files to make sure it is the newest.
Also, if I try to load this file, it gives two errors together.

I'm using Ubuntu 16.04 32 bit.
by testasdf
Tue Jun 28, 2016 8:26 pm
Forum: Resolved Problems and Bugs
Topic: *[0.13.0] A bad save file as the default breaks loading UI
Replies: 9
Views: 4701

Re: [0.13.0] A bad save file as the default breaks loading UI

That reasoning isn't quite different from reinstalling the whole operating system because of this...
I have verified that no file has been changed, if that matters.
by testasdf
Tue Jun 28, 2016 8:10 pm
Forum: Resolved Problems and Bugs
Topic: *[0.13.0] A bad save file as the default breaks loading UI
Replies: 9
Views: 4701

Re: [0.13.0] A bad save file as the default breaks loading UI

It loads fine. And the problem is gone if the broken save is removed or there is a newer save.
Only some minor UI problem.
by testasdf
Tue Jun 28, 2016 8:08 pm
Forum: Not a bug
Topic: [0.13.0] Undesirable bot behavior related to fire
Replies: 4
Views: 1889

[0.13.0] Undesirable bot behavior related to fire

Not sure if this is considered a bug or not. But this makes construction bots less likely to survive in combat. I can't reproduce it reliably, and this is the nearest I get. At the first time I see it the two bots were near a burning tree, when there were a lot of biters and spitters around, and the...
by testasdf
Tue Jun 28, 2016 7:21 pm
Forum: Resolved Problems and Bugs
Topic: *[0.13.0] A bad save file as the default breaks loading UI
Replies: 9
Views: 4701

*[0.13.0] A bad save file as the default breaks loading UI

My computer shut down from overheating while autosaving. So I had a corrupted save file as the newest one. The next time I try to load a save file I got this: factorio_2016-06-29_02-39-45.png Not a problem yet. But after I clicked OK and selected another save file: factorio_2016-06-29_02-40-28.png
by testasdf
Sat Jun 18, 2016 2:49 am
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 49600

Re: Friday Facts #143 - Nat Punching Again

It was always said to be a goal, not a promise (nor a deadline). But words spread and that part got omitted. Usually a goal contributes 1/6 to a more properly estimated time. But yeah, not everyone knows software development enough to recognize the difference. Maybe the listed tasks are all done, bu...
by testasdf
Thu Jun 16, 2016 2:52 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 137540

Re: Version 0.12.35

Now this one-liner update has the most comments.
by testasdf
Sat Jun 11, 2016 5:48 am
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 62185

Re: Friday Facts #142 - Playtesting

About that crane. If it is a train station, it also makes me think a lot of a loading crane. How about a train station that has an inventory slot that can contain fuels and automatically loads the locomotive with it ?!? That would be awesome (especially if done with a nice inserter-type animation) ...
by testasdf
Sat May 28, 2016 1:32 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 62073

Re: Friday Facts #140 - Soon

SWSe wrote:Great, thanks for this post.
Also, it's nice how the flames are casting shadows :D
In reality, I don't think fire generally has shadow... And they may add shadows to other objects.

But they might be the shadows of something burning.
by testasdf
Sun Apr 10, 2016 11:52 am
Forum: Translations
Topic: [0.10.6] Chinese Translation (push update)
Replies: 6
Views: 16979

Re: [0.10.6] Chinese Translation (push update)

Do you have the license for that font? You might want to know it's for sale before getting into trouble. I think their official website is: http://www.foundertype.com/showsortpic.php?inputword=%B0%AE%D3%DA%D7%D6%C0%EF%D0%D0%BC%E4&sid=88&fontfile=FZY4JW.TTF (The listed price is supposedly onl...
by testasdf
Fri Apr 08, 2016 6:45 am
Forum: Resolved Problems and Bugs
Topic: [0.12.30] Items lost when resetting assembling machine
Replies: 16
Views: 4470

Re: [0.12.30] Items lost when resetting assembling machine

Maybe there should be a button (or shift-click) to reset only when the current item is completed.
Rotating or mining the input inserter, and putting the item held by the insert back into the machine, are the parts being more annoying.
by testasdf
Thu Apr 07, 2016 1:16 am
Forum: Ideas and Requests For Mods
Topic: [request/idea] Vehicle that you can build on
Replies: 3
Views: 1493

Re: [request/idea] Vehicle that you can build on

Probably impossible because most spirits aren't rotatable.
by testasdf
Sat Apr 02, 2016 2:50 pm
Forum: Resolved Problems and Bugs
Topic: Multiplayer issues - READ BEFORE POSTING
Replies: 6
Views: 18338

Re: Multiplayer issues - READ BEFORE POSTING

I have a question: Are most replay bugs in singleplayer mode also replicable in multiplayer as a desync? I think they should be similar. If I played Factorio enough to crash the replay one time, there is likely already a new version. If yes I may just ignore them. If no, it seems there is very littl...
by testasdf
Thu Mar 31, 2016 3:46 pm
Forum: Not a bug
Topic: [0.12.29] [kovarex] Ctrl+click on empty slot and modules
Replies: 5
Views: 2189

Re: [0.12.29] [kovarex] Ctrl+click on empty slot and modules

factorio-ingredient.png
factorio-ingredient.png (430.32 KiB) Viewed 2076 times
by testasdf
Wed Mar 30, 2016 1:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [Michal] Underground belts may change direction if rebuilt
Replies: 1
Views: 2910

[0.12.29] [Michal] Underground belts may change direction if rebuilt

I don't think this would happen often. I found this behavior when I was experimenting strange things.
See the image. Kill the two underground belts in the middle and the other belts got connected. And the new direction is kept if rebuilt by bots.
factorio-belt-combined.png
factorio-belt-combined.png (437.07 KiB) Viewed 2910 times
by testasdf
Fri Mar 25, 2016 8:11 pm
Forum: Not a bug
Topic: [0.12.29] [kovarex] Ctrl+click on empty slot and modules
Replies: 5
Views: 2189

[0.12.29] [kovarex] Ctrl+click on empty slot and modules

Ctrl+click on an empty slot in the inventory could send normal ingredients to an assembly machine, but not modules (for the assembly machines making higher level modules and using lower level modules as ingredients).
But ctrl+click on the module stack works.

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