Search found 21 matches
- Sat Jan 16, 2021 11:54 am
- Forum: Releases
- Topic: Version 1.1.12
- Replies: 7
- Views: 14513
Re: Version 1.1.12
Nice one, yesterday encountered first bug, was too tired to post about it. Today it is already fixed. Nice work dev's!
- Sat Oct 31, 2020 9:15 pm
- Forum: Duplicates
- Topic: [1.0.0] Resource patch description truncated in map view
- Replies: 1
- Views: 873
[1.0.0] Resource patch description truncated in map view
Ore patch info gets truncated if goes into radar enabled factory view
- Sat Aug 29, 2020 8:20 pm
- Forum: Ideas and Suggestions
- Topic: Toggle ghost mode explicitly
- Replies: 16
- Views: 11989
Re: Toggle ghost mode explicitly
I'm here for same idea, +1 from me.
- Sun May 05, 2019 9:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.35] Tutorial prompts disappear following evacuation
- Replies: 10
- Views: 4015
Re: [0.17.35] Tutorial prompts disappear following evacuation
Update: after going in editor mode and changing player spawn place, going out of editor mode objective loaded properly.
- Sun May 05, 2019 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.36] Bugs... bugs everywhere xD
- Replies: 1
- Views: 1105
[abregado][0.17.36] Bugs... bugs everywhere xD
1) Placed many wooden chests before bitters attack base in their way, got them delayed enought, that they bug out. They do not destroy buildings at base, nor wooden chest in their way. 2) Some come straight for player eventually killing because of no means of defense at this point. (can be related t...
- Sun May 05, 2019 7:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.35] Tutorial prompts disappear following evacuation
- Replies: 10
- Views: 4015
Re: [0.17.35] Tutorial prompts disappear following evacuation
Same bug here. Took all my buildings ignoring compilatrons warnings. Compilatron went away first time as I started to run, than I decided to take some of my buildings, after some time compilatron came back to base with warnings again. Maby something to do it thinks you are running away, and going tw...
- Sat Aug 11, 2018 12:48 pm
- Forum: Ideas and Suggestions
- Topic: Manual logistics network routing
- Replies: 1
- Views: 1244
Manual logistics network routing
It would be great to manually speciffy to what network roboport are assigned to. For example buffer chest are in range in main network, in which range materials get delivered, and then there is another roboport right next to buffer chest with dedicated robots for loading from buffer chests. Right no...
- Sun Aug 05, 2018 9:19 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92508
Re: Friday Facts #254 - No research queue for you
Best idea I think, +1 from me on this.darq wrote:How about adding "Research queue" technology that need space science pack?
- Thu May 03, 2018 6:49 pm
- Forum: Technical Help
- Topic: Need help troubleshooting network problems.
- Replies: 5
- Views: 3143
Re: Need help troubleshooting network problems.
OS is standard Win 7, easier for me to work with, pure command line is not for me. The actual speed (throughput) of usb NIC is like it is supposed to be, tested it with copying files between pcs over network from/to ssd to get max speeds, no problems here. The integrated NIC actually is almost same ...
- Wed May 02, 2018 8:59 pm
- Forum: Technical Help
- Topic: Need help troubleshooting network problems.
- Replies: 5
- Views: 3143
Re: Need help troubleshooting network problems.
Yes it is usb 3 and it is plugged in correct gen3 port. How can I change networking priority, because stopping torrent manually isn't an option. Running of utorrent it is automated process (did I hear something of automation in a game? 8-) ): I download file on my working pc, automatic file mover mo...
- Tue May 01, 2018 10:07 am
- Forum: Technical Help
- Topic: Need help troubleshooting network problems.
- Replies: 5
- Views: 3143
Need help troubleshooting network problems.
Not sure the right place to post, have no idea where else to ask for help, can't even ask properly googl to get decent results =/ Must explain all to show whole picture of problem. I got server which runs headless factorio instance. Same server also runs teamspeak, subsonic and utorrent at the same ...
- Fri Mar 09, 2018 9:53 pm
- Forum: News
- Topic: Friday Facts #233 - Wiki admin
- Replies: 23
- Views: 15680
Re: Friday Facts #233 - Wiki admin
Really guys? Dark grey? Just cant stand it anymore, why all fan shirts for all games, movies, etc, you name it, must be black (dark gray in this instance)... You can make it character default orange, make it look like armor from your game, you know, there is more colors in world. I have shittonn of ...
- Fri Jan 12, 2018 10:20 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424302
Re: Friday Facts #225 - Bots versus belts (part 2)
Any bots nerf will be useless, it will get compensated with more bots and, or roboports. If only there was way to limit how much bots is allowed per area. Say, each roboport can support stack of bots, want more bots in roboports coverage working, you must build another roboport to overlay roboports ...
- Fri Jan 05, 2018 8:49 pm
- Forum: Ideas and Suggestions
- Topic: Rebalancing overpowered logistics bots
- Replies: 2
- Views: 1364
Rebalancing overpowered logistics bots
TL;DR Make the logistics bots available very late in the game What ? Make logistics bots research split from construction bots. While you are able to research construction bots like normally, logistics bots could be researched just after event, for example, instead of sending out in space satellite...
- Sun Jun 18, 2017 10:37 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 57853
Re: Friday Facts #195 - Poles re-design
The concept of diagonal medium pole must stay, who said all in factorio must be as real as possible? That power pole is iconic because of its unique design. Make it HR, but keep the design idea.
- Mon May 08, 2017 10:13 pm
- Forum: Ideas and Suggestions
- Topic: map UI cursor covering ore text
- Replies: 4
- Views: 1902
Re: map UI cursor covering ore text
It's not like I didn't try, for some reason making screenshot wasn't including cursor in image. So must take picture on phone, put picture on pc then, upload to sharing site, post it here. I will be honest, was to lazy to do all that at moment. Was hoping my explanation will be enough. =/
- Sun May 07, 2017 4:44 pm
- Forum: Balancing
- Topic: Tank rebalancing
- Replies: 6
- Views: 3143
Re: Tank rebalancing
it's not about damage, no problem with that. Just that constantly need to repair it, and in that process repair drones get constantly shoot down. I don't mind repairing it, like after the raid, but forced to constantly repair it when you are full on attack... Just seems more relaxing to play in powe...
- Sun May 07, 2017 3:06 pm
- Forum: Balancing
- Topic: Tank rebalancing
- Replies: 6
- Views: 3143
Re: Tank rebalancing
I don't know, if I need to spawn bunch of destroyer bots to get it going, I don't feel it qualifies as tank. Can as well just run with fully shielded MK2 as well and don't think about repairing the tank because shields constantly charges up. I mean it's a TANK! it must be better than personal armor....
- Sun May 07, 2017 2:56 pm
- Forum: Ideas and Suggestions
- Topic: map UI cursor covering ore text
- Replies: 4
- Views: 1902
- Sat May 06, 2017 12:28 am
- Forum: Balancing
- Topic: Tank rebalancing
- Replies: 6
- Views: 3143
Tank rebalancing
The tank needs to be rebalanced, as further game progresses, as more useless it gets. Main downside is loosing its hull points. Wouldn't it be nice to work similar like power armor, where you can place modules in tank, for example shields, generators, turrets and so on. At least make tank shielded, ...