Search found 50 matches
- Wed Mar 02, 2022 9:34 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 154
- Views: 57208
Re: ARM architecture
The problem wirth supporting ARM is that factorio source contains handwritten optimized x86-assembly.
- Mon Feb 07, 2022 7:33 pm
- Forum: Combinator Creations
- Topic: UPS optimized 12-beacon smelting - w/minimal circuits
- Replies: 181
- Views: 60381
Re: UPS optimized 12-beacon smelting - w/minimal circuits
7000 less things to progress
- Sun Feb 06, 2022 6:38 pm
- Forum: Technical Help
- Topic: FPS drop when zooming in
- Replies: 4
- Views: 1620
Re: FPS drop when zooming in
Please see 68653
- Wed Jan 26, 2022 9:12 pm
- Forum: Ideas and Suggestions
- Topic: Map icon copy/paste ability and scaling
- Replies: 1
- Views: 988
Re: Map icon copy/paste ability and scaling
On a more zoomed out map the fancy map icons blend with visual clutter from their background.
Having a size slider per icon would be great.
I want to add to this idea: (A gui option) to darken the background of map icons to increase the contrast.
Having a size slider per icon would be great.
I want to add to this idea: (A gui option) to darken the background of map icons to increase the contrast.
- Wed Jan 26, 2022 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Allow recipes to be chosen as blueprint icons and map tags
- Replies: 14
- Views: 4404
Re: Allow recipes to be chosen as blueprint icons and map tags
This was bothering me a little (map tag) a couple days ago, +1
- Wed Jan 26, 2022 9:01 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.6] If a train stop name contains rich text icons, make the icons (optionally) visible in alt-mode.
- Replies: 1
- Views: 755
- Wed Jan 19, 2022 1:26 pm
- Forum: Not a bug
- Topic: [1.1.50] Upgradeing electric poles makes new connections
- Replies: 6
- Views: 2293
Re: [1.1.50] Upgradeing electric poles makes new connections
Regardless of whether upgrading is considered a shortcut for remove and build new internally - I would expect electric poles to not make new connections on upgrade, if the amount of connections before is not 0 (both manually or automatic). Factorio also saves electric connections in blueprints to av...
- Mon Dec 20, 2021 6:25 pm
- Forum: Videos
- Topic: My name is Bot, James Bot.
- Replies: 3
- Views: 2680
- Tue Sep 14, 2021 1:36 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 20883
Re: New API Docs website
With these css rules the page looks much better to me, it removes the visual clutter inbetween the text: Also this greatly reduces the amount of box-shadows, so it would further improve performance on older devices or browsers which are not good in handlng box-shadows. .panel-inset-lighter * { box-s...
- Sun Mar 21, 2021 10:21 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 3x3 Chunk Modular Base Blueprints
- Replies: 2
- Views: 9067
Re: 3x3 Chunk Modular Base Blueprints
While I am looking for some modular blueprints with trains I noticed that some of your blueprints have relative and others have absolute raster chosen., that looks like a bug to me. (However I wll not use your design as I am looking for someone who integrated trains into the module/grid, nice work t...
- Thu Feb 18, 2021 12:39 pm
- Forum: Technical Help
- Topic: [1.1.25] Lua crashes with rocket silo (no mods)
- Replies: 4
- Views: 1381
- Thu Feb 18, 2021 11:35 am
- Forum: Technical Help
- Topic: [1.1.25] Lua crashes with rocket silo (no mods)
- Replies: 4
- Views: 1381
Re: [1.1.25] Lua crashes with rocket silo (no mods)
I did what was desribed in the thread, but it did not help. As I looked in the file Factorio\temp\currently-playing\control.lua it did not change to the new 3-liner one for whatever reason. While the folder Factorio\temp\currently-playing is gone when not having factorio open, the control.lua file i...
- Thu Feb 18, 2021 10:24 am
- Forum: Technical Help
- Topic: [1.1.25] Lua crashes with rocket silo (no mods)
- Replies: 4
- Views: 1381
[1.1.25] Lua crashes with rocket silo (no mods)
Happens when clicking on the top left corner rocket silo button. https://i.imgur.com/UmzsoK5.jpg Also see Unknown key: gui-silo-script.frame-caption in the top left. Hovering the icon gives Unknown key: gui-silo-script.button-tooltip Happens when waiting until rocket 997 is launched (happens shortly...
- Fri Jan 17, 2020 6:42 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 39291
Re: Friday Facts #330 - Main menu and File Share Shenanigans
I've quastions about Steam integration. From what I know, there is currently 3 types of players in multiplayer: * users with Factorio account, not lincked to Steam account (they use non-Steam version); * users with Factorio and Steam accounts linked, who uses non-Steam version; * users with Factori...
- Tue Oct 22, 2019 8:01 pm
- Forum: Releases
- Topic: Version 0.17.72
- Replies: 6
- Views: 9651
Re: Version 0.17.72
The real question is. Because of the new pathfinding... if you leave an opening can you funnel the biters to a single kill zone now... Would let you consolidate your defenses more. the pathfinding changes should not change this. As said in the FFF, the changes are only about water or no water.
- Sun Apr 21, 2019 8:11 pm
- Forum: General discussion
- Topic: Biters in Starting Area?
- Replies: 6
- Views: 2332
Re: Biters in Starting Area?
Starting area is big enough to have free place, but small enoguh so you have to build defense. If you don't like that, you can use those easy sliders to change it - heck you can also jsut disable the fighting part. I do NOT see why a whole game gets bad because the default is not to how you like to ...
- Wed Apr 10, 2019 8:42 pm
- Forum: General discussion
- Topic: Why i will never play 0.17
- Replies: 45
- Views: 20473
Re: Why i will never play 0.17
Yeahh, I even thought the quickbar sounded like a good idea in some of the FFF posts... But in practice I haven't used it at all, instead I'm now opening up my inventory every time I need to grab something. My toolbelt was always auto-filled from crafting so I didn't have to think about it. I don't...
- Thu Apr 04, 2019 4:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.24] Mining drill placement wrong not-buildable message
- Replies: 3
- Views: 2394
Re: [0.17.24] Mining drill placement wrong not-buildable message
Thanks for the report however I don't understand what you're referring to. In your screenshot one tile down or one tile to the right would be over resources and would be valid to build the drill. I know, that is also completely ok, I included that behaviour because this removes the possbility of so...
- Thu Apr 04, 2019 12:42 pm
- Forum: Technical Help
- Topic: [0.17.24] Screen tear
- Replies: 7
- Views: 2532
Re: 0.17.24 and older has screen tear
Do you use vga or a digital connection (dvi, hdmi)?
- Thu Apr 04, 2019 12:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.24] Mining drill placement wrong not-buildable message
- Replies: 3
- Views: 2394
[0.17.24] Mining drill placement wrong not-buildable message
(The ghost icon is just coming from the screenshot shortcut) https://i.imgur.com/iJSOiT5.jpg The placing error message is: drill cannot mine this resource. If i try to place the mining drill one block upwards or one block to the left the error message is: drill not above resource. If i try to place ...