Search found 237 matches
- Tue Jun 04, 2019 7:29 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Zones
- Replies: 7
- Views: 10789
Re: [MOD 0.14] AAI Zones
Just want to agree with the above post, this mod is bloody genius.
- Sat May 25, 2019 6:57 pm
- Forum: Not a bug
- Topic: Feature: on time tutorials
- Replies: 1
- Views: 976
Re: Feature: on time tutorials
Why NaB and not moved to suggestions instead?
- Wed May 22, 2019 5:53 am
- Forum: Not a bug
- Topic: [16.15] Arty turrets seem to cause huge performance hit.
- Replies: 12
- Views: 3680
Re: [16.15] Arty turrets seem to cause huge performance hit.
I am seeing this is 17.41. Slowdown is more dramatic than I remember from 16.X. Got the standing still biters too. They take a while to react even if I walk up to them (assume it is just stuck in the slow queue of things to do). Create a seperate bug report instead of necroing. You can reference th...
- Mon May 20, 2019 7:04 pm
- Forum: Not a bug
- Topic: [0.17.41] Car speed on different tiles inconsistent
- Replies: 3
- Views: 1091
Re: [0.17.41] Car speed on different tiles inconsistent
Without going into math from lowest to highest Sand 1 Red Desert 0 Shallow Water 2 Shallow Water Grass Dirt Stone Path Concrete Refined Concrete seems to make the most sense to me. That said from concrete to refined has no improvement on driving speed, similar to others. Shallow Water 2 I am ascerta...
- Sun May 19, 2019 3:48 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Toolbelt Research Name Misleading
- Replies: 18
- Views: 5096
Re: [0.17.4] Toolbelt Research Name Misleading
I was about to report this as a bug because I didn't notice that the inventory had been enlarged. You could also delete the technology completely. Exploring one technology for 10 inventory slots is unnecessary. Either multiple technology levels with more slots or the tool belt actually gets 10 slot...
- Fri May 10, 2019 3:24 pm
- Forum: Ideas and Suggestions
- Topic: GG's Starlog 6 - Expanding Concepts #1
- Replies: 3
- Views: 1815
Re: GG's Starlog 6 - Expanding Concepts #1
This won't work tmk. Is the same as procedural maps, or loading maps side by side but connected. Factorio depends on real time updates, this would just crash the game by doubling, or tripling even the resources. The only way I could think ld it working is if it stripped away most of the update check...
- Thu May 09, 2019 10:37 pm
- Forum: Minor issues
- Topic: [0.17.17-headless] - /h is different from /help
- Replies: 3
- Views: 1095
Re: [0.17.17-headless] - /h is different from /help
I can change the /help /h to show the same thing but it almost seems like it's better to have it be the 2 different results here. One is the help for the server interface - and only the server interface - and the other is the generic command help system that the runtime game will generate. For now,...
- Wed May 08, 2019 5:46 pm
- Forum: Not a bug
- Topic: [Dominik][0.17.35] Right clicking seed number deletes the number and generates new seed
- Replies: 3
- Views: 1485
Re: [Dominik][0.17.35] Right clicking seed number deletes the number and generates new seed
So this is a very minor issue, caused by my own incompetence, but it's mildly frustrating regardless. When creating a new game and find a nice seed, I sometimes want to see the next seed also. Just in case it's even better. (Yeah i know, never satisfied...) So to not lose the seed I'm currently on,...
- Sun May 05, 2019 12:28 am
- Forum: Not a bug
- Topic: [0.17.34] Burner Inserters are broken/desynced when feeding boilers.
- Replies: 4
- Views: 1099
Re: [0.17.34] Burner Inserters are broken/desynced when feeding boilers.
That happens on 16.51 too just use yellow belts. Or keep replacing them.TheCodeBoss wrote: ↑Sat May 04, 2019 8:12 pmBut it's supposed to work when coal is backed up isn't it? I'm seeing this issue also, and I find the only way to fix it is to pick up the burner and put it back down
- Sat May 04, 2019 3:35 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 56360
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
As a long time backer of this game, and nearly 2500 hours in; I would not mind 'donating' a bit more money to the team. I feel that the $30 I paid over three years ago for 0.12 has come a long way, and the team deserves more. May I suggest a tiered donation setup for backers who wish to participate...
- Sat May 04, 2019 1:00 am
- Forum: Ideas and Suggestions
- Topic: Modular Buildings
- Replies: 8
- Views: 3421
Re: Modular Buildings
Love this idea too, would think it would help with ups, less entities updating when they merge into one. Max size would be like a chunk or a bit less. The mega base is real! Connect 4 assemblers together with the same recipe to merge them. Or have a new merge tool, you'd have to research different s...
- Sat May 04, 2019 12:30 am
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 56360
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Bottom line, in my "big company" job I often see dedicated, talented software developers, when left unimpeded, getting too deep in to the process of polishing and perfecting, and thus missing out on the big picture. He's well aware of this: We could polish forever so we need to draw a lin...
- Wed May 01, 2019 8:56 pm
- Forum: Ideas and Requests For Mods
- Topic: Hazard lights
- Replies: 10
- Views: 3999
Re: Hazard lights
Current Prototype Love this idea, too bad it wasn't just a single item in the game, like the circuit network. You just draw over the item you want to add hazard lights too and bing bang boom. Tiled walkways with hazard lights would be bad ass just saying. Would add a whole new dimension to the game...
- Wed May 01, 2019 8:04 pm
- Forum: This Forum
- Topic: Last Login Date
- Replies: 0
- Views: 1364
Last Login Date
I notice if I switch IP I have to log in again, but regardless it keeps showing my login as January 2018.
- Fri Apr 26, 2019 5:55 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 22719
Re: Friday Facts #292 - Inching closer to stable
At Paradox they get some fairly detailed information about player behavior in game, Hearts of Iron 4 specifically comes to mind. They mention it occasionally in their dev diaries ( here and here for example). I'm sure if you ask they'd give you some idea on where and how they get it, they have thei...
- Fri Apr 26, 2019 4:40 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 22719
- Fri Apr 26, 2019 4:09 pm
- Forum: Releases
- Topic: Version 0.17.34
- Replies: 12
- Views: 12964
Re: Version 0.17.34
Read this three time before my lizard brain processed the word 'decreases' was interpreting it as 'increases'. Great job guys (y).
- Fri Apr 26, 2019 2:10 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 22719
Re: Friday Facts #292 - Inching closer to stable
One thing that makes our progress hard to evaluate is that we don't know how many people are actually playing experimental. Most people play through Steam, and so far we have found no way of determining how many people are opted-in to the 0.17 experimental through Steam. It could be that the game i...
- Fri Apr 26, 2019 2:07 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 22719
Re: Friday Facts #292 - Inching closer to stable
Props to rseding91 last week killing so many bugs for the latest release! Feel better everyone, and may the next few weeks be productive! Edit: not to critique but you say over 250 bugs you only accounted for the main queue and assigned reports, and not the campaign bugs. Which would be actually ove...
- Thu Apr 25, 2019 6:36 pm
- Forum: Not a bug
- Topic: [0.17.33]Cant transport 3 types of fluid in one pipe
- Replies: 2
- Views: 856
Re: [0.17.33]Cant transport 3 types of fluid in one pipe
Why? This seems like a useful feature, essentially you're not filling the pipe with different fluids but switching between 3 different fluids with pumps.