Search found 54 matches
- Sun Nov 24, 2019 4:45 pm
- Forum: Mods
- Topic: [0.17+] Circuitissimo / Circuit Warehouses / Factorissimo-Style Combinator
- Replies: 7
- Views: 4402
Re: [0.17+] Circuitissimo / Circuit Warehouses / Factorissimo-Style Combinator
This mod sounds really promising, any one tested it extensively ?
- Sat Aug 24, 2019 10:34 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 128348
Re: Friday Facts #309 - Controversial opinions
Blueprint I understand why you'd want to remove some features. But that'd just lead to people copying the blueprints by re-doing it in game, piece per piece. It'd be painful. Personally I think some people want to focus on getting bases working, not computing with spreadsheets the best ratio, and s...
- Fri Aug 23, 2019 4:22 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 128348
Re: Friday Facts #309 - Controversial opinions
Controversial opinion 1: Building is a pain till bots What I expect when I make a small blueprint would be to be able to use it to build super quickly. Instead, you have to go to the point where you want to build something, lay it down, and continue. If you want to do a simple furnace belt layout, ...
- Mon May 27, 2019 7:18 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245182
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
And anyway they got the clipping issue, but with Underground belt above the loader, instead of below.
- Mon May 27, 2019 7:11 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245182
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Miniloaders doesn't seem to have that issue, and they display correctly next to underground belts ramps.
viewtopic.php?f=93&t=54343
Maybe you could ask the author to know how they did it?
viewtopic.php?f=93&t=54343
Maybe you could ask the author to know how they did it?
- Fri May 24, 2019 9:22 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245182
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Hi,
I have this clipping issue with deadlock loaders next to underground belts. See attachment for the image.
By the way, I love the animations of your mods, they're so slick.
I have this clipping issue with deadlock loaders next to underground belts. See attachment for the image.
By the way, I love the animations of your mods, they're so slick.
- Thu Apr 11, 2019 10:47 am
- Forum: Resolved Problems and Bugs
- Topic: Keybinding issues (when remapping keys in OS)
- Replies: 33
- Views: 17415
Re: Keybinding issues (when remapping keys in OS)
This issue is very annoying with trying to import bluestring. As people have explained, for some reason, the shortcut for pasting blueprint strings requires you to use ctrl + ? where ? is the key v is mapped to into qwerty. This combineason is not the same than the paste combineason you can remap in...
- Wed Feb 27, 2019 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Keymapping need you to reset to default for non-qwerty configurations
- Replies: 1
- Views: 918
[0.17.1] Keymapping need you to reset to default for non-qwerty configurations
How to reproduce, just click reset to default in the controls, and it maps the key correctly (i.e. if you've got an azerty keyboard, z is going to be up instead of w for the qwerty). By default, the mappings are set to qwerty.
By the way thanks at least for putting this feature in the game.
By the way thanks at least for putting this feature in the game.
- Sat Sep 15, 2018 12:01 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 130802
Re: Friday Facts #260 - New fluid system
This sounds kind of fun to me, I want to try my hand at it.
I'm not some kind of fluid engineer and I don't have any expectations with coming up with something good, just want to have fun with code.
I'm not some kind of fluid engineer and I don't have any expectations with coming up with something good, just want to have fun with code.
- Sat Aug 18, 2018 10:32 am
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 53122
Re: Friday Facts #256 - The little things 3
Thanks guys!
The belt immunity seems like a desirable default game feature, so it shouldn't be part of an item in my opinion. It should just be a default property of the exoskeleton.
The belt immunity seems like a desirable default game feature, so it shouldn't be part of an item in my opinion. It should just be a default property of the exoskeleton.
- Thu Aug 09, 2018 1:54 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92505
Re: Friday Facts #254 - No research queue for you
I want the ability to be able to click a research with prerequisites, click research, and have the game automatically research the prerequisites without further futzing on my part. Please!! Let me fourth that. And someone mentionned no need to re-invent the wheel. Multiple 4xs have a satisfying tec...
- Fri Jun 15, 2018 10:54 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 69155
Re: Friday Facts #247 - Pricing and its exploits
If there is some takeaway for us, than it is, that we shouldn't wait with finishing the game too much. Oh yes, I definitely agree with this :D . I must say, I am getting quite excited for 0.17. You guys are doing a great job, I don't know how this other game will do, but Factorio will live on for a...
- Fri Mar 02, 2018 9:16 pm
- Forum: News
- Topic: Friday Facts #232 - PAX, Bugs, Graphs
- Replies: 49
- Views: 25391
Re: Friday Facts #232 - PAX, Bugs, Graphs
It's great that Factorio is getting some international love.
Could we get native support for all keyboard layouts? Like AZERTY, DVORAK, etc. Many game have it nowaydays by default.
Unless it happened at some point and I didn't notice it.
Could we get native support for all keyboard layouts? Like AZERTY, DVORAK, etc. Many game have it nowaydays by default.
Unless it happened at some point and I didn't notice it.
- Fri Feb 02, 2018 9:45 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424246
Re: Friday Facts #225 - Bots versus belts (part 2)
I like that the devs are considering improving belts over bots and I'm fine with logistics bots nerf. But I really would like to see construction bots buff and availibility much sooner. Construction is still too tedious in a game that's supposed to be about building and managing a set of small and l...
- Thu Jul 13, 2017 12:05 pm
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 20557
Re: [0.15.9] Confirm Blueprint Book Deletion
The devs are aware of it, and the last I know, still maintain their current position:
https://www.reddit.com/r/factorio/comme ... y/djnsut7/
We need a undo button.
https://www.reddit.com/r/factorio/comme ... y/djnsut7/
We need a undo button.
- Thu Jul 13, 2017 12:02 pm
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 28919
Re: Logistics net: Less research needed
After a bit more playing I have come to understand people's position on *logistic* bots to be further down the tree tech. I actually prefer building belt factories, so maybe I am biaised. I still feel construction bots should be buffed by a large margin, in a generalized effort on all fronts to make...
- Sat Jun 24, 2017 6:27 pm
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 24897
Re: Friday Facts #196 - Back on track
My feedback on the rail tutorial: I didn't touch rails before 0.15 but really wanted to include that to my game in 0.15 - The tutorials popped up at a weird time (as soon as the research is done...which is not when I want to do them, I want to do them when I'm learning to use rails later). - The tut...
- Thu Jun 08, 2017 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Stop Blueprints escaping their Books
- Replies: 45
- Views: 13443
Re: Stop Blueprints escaping their Books
It says it in the tooltip for the blueprint book: http://i.imgur.com/tzv12Qj.png That is helpful but that doesn't resolve the problem of scrolling through a 5/10/20/30+ blueprint book. Or just blueprint inventory management problems. But I know the team has plans to improve the GUI significantly so...
- Thu Jun 08, 2017 1:51 pm
- Forum: Ideas and Suggestions
- Topic: Stop Blueprints escaping their Books
- Replies: 45
- Views: 13443
Re: Stop Blueprints escaping their Books
I feel like everyone doesn't actually understand how to select things in the book correctly... everyone knows you can hold it in the world and scroll through it right? Seeing the live selected blueprint as the preview in the world without having the GUI open? If you have a large blueprint book (for...
- Thu Jun 08, 2017 1:31 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 118
- Views: 102211
Re: Combinator Contraptions
Thank you that seems this is actually going to work. The size isn't too big. As for my balanced logistic train station, I built a contraption that takes in input a signal of item and then load a train with exactly that quantity using logistic chests, at a fairly decent speed with stack inserters. I ...