I was just thinking the same thing for a while now, ever since I saw JD land on Fulgora1eyedking wrote: ↑Sat Nov 16, 2024 4:29 amAwesome.FactorioBot wrote: ↑Fri Nov 15, 2024 5:56 pm Minor Features
- Added debug option 'always-show-lightning-protection'.
Can we get a mini map toggle for always-show-lightning-protection like with pollution, pipes, etc.?
Search found 372 matches
- Sat Nov 16, 2024 10:11 am
- Forum: Releases
- Topic: Version 2.0.19
- Replies: 31
- Views: 9839
Re: Version 2.0.19
- Sat Nov 16, 2024 9:58 am
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 8837
- Wed Nov 06, 2024 10:40 am
- Forum: Releases
- Topic: Version 2.0.14
- Replies: 23
- Views: 11371
Re: Version 2.0.14
No, 2.0.14 was already stable. but it was experimental for a bit (isn't that the case with every version first published - that it's marked as experimental at first ?) - could be that he was looking at it then. anyway, this explanation is good for any version, so I fail to understand why you had to...
- Wed Nov 06, 2024 1:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.13] Space platforms trying to construct ghosts belonging to different force
- Replies: 3
- Views: 573
Re: [Rseding91] [2.0.13] Space platforms trying to construct ghosts belonging to different force
Description When a ghost entity is placed on a space platform that does not match the space platform's force, the platform will keep "trying" to construct the said entity, including requesting the missing item for entity's construction. If the item is available, the platform will start th...
- Tue Nov 05, 2024 12:01 am
- Forum: Releases
- Topic: Version 2.0.14
- Replies: 23
- Views: 11371
Re: Version 2.0.14
Hmm… I've updated from 1.1.110 to 2.0.8, then to 2.0.9 and 2.0.10. Then I purchased, downloaded and installed the Space Age – DLC, which updated the game to 2.0.11. But since then, the in game updater stopped working. Every time I check manually for updates per [About] → [Check for updates] it says...
- Wed Oct 30, 2024 10:56 am
- Forum: Ideas and Suggestions
- Topic: Better mod management client-side
- Replies: 5
- Views: 829
Re: Better mod management client-side
I guess nothing like that will get implemented before 2.1 - a shame really, Yes, I'd love mod groups! I often download mods for testing, and finding the mods I usually use is often not that easy in that long list... Have you considered using modpacks ? - you can probably make them private and put th...
- Wed Oct 30, 2024 1:56 am
- Forum: Documentation Improvement Requests
- Topic: CarPrototype 'working_sound' has new 'main_sounds' sound array missing some detail
- Replies: 0
- Views: 73
CarPrototype 'working_sound' has new 'main_sounds' sound array missing some detail
In release 2.0.7, there is a mention of support for multiple main sounds for entities Added support for multiple main sounds for entities' working_sound . This is used in 'CarPrototype' -> 'working_sound' Please add an explanation about how main sounds work in relation to the car prototype (how they...
- Thu Sep 26, 2024 3:39 pm
- Forum: Ideas and Suggestions
- Topic: Better mod management client-side
- Replies: 5
- Views: 829
Re: Better mod management client-side
I think my ideas for mod management are a bit simpler but here are mine: 1. in the manage view (at least) - be able to filter the active mods, or at least sort the mods by those active (I'm thinking at the top) - but on-demand - I don't think the order of the mod list should change as soon as I (de-...
- Sun Sep 15, 2024 12:22 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 16467
Re: Friday Facts #428 - Reactor & Logistics circuit control
this is not clear to me - is the condition enabling or disabling the chest ? I'm reading this as disable because that is what makes more sense to me, but I'm asking because I'm not sure :?: And - why not use clearer text like "disable if" or "enable if" to avoid this kind of conf...
- Sat Aug 17, 2024 3:35 pm
- Forum: Releases
- Topic: Version 1.1.110
- Replies: 2
- Views: 18581
Re: Version 1.1.110
Bugfixes [..] Fixed a bonus productivity exploit when crafting machine ingredients were force returned. (https://youtu.be/Za18SLd0PD0) How am I not surprised they saw that video and fixed it :lol: of course they did ! it was a big cheesy cheat and Hendricks should commended for finding and exposing...
- Sat Aug 10, 2024 5:30 pm
- Forum: News
- Topic: Friday Facts #423 - Research info tooltip & Online players GUI
- Replies: 64
- Views: 12614
Re: Friday Facts #423 - Research info tooltip & Online players GUI
I'm totally pinned by that !
Those additions are so welcome, that IDK how I didn't think I'd need them before now - I hope it's going into v2.0 and not just the DLC
Way to pin those on us, guys !
[Double pun !! ]
Those additions are so welcome, that IDK how I didn't think I'd need them before now - I hope it's going into v2.0 and not just the DLC
Way to pin those on us, guys !
[Double pun !! ]
- Sat Apr 27, 2024 4:55 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28280
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Finally the accumulator charge graphs! Fabulous. I'm not totally convinced about the new production filter UI. The sizing and brightness of controls gives more prominence for fiddling around with quality views than global vs surface view, when the likely relative importance to the player is the oth...
- Sat Apr 27, 2024 4:45 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28280
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Are there any other statistics improvements you can think about for 2.0? Yes. Min/max (as well as "last") tracking of accu-charge/production/pollution/circuit-network statistics data. Solutions: Keep min/max and last data as well. Allow viewing time series data as candlesticks/OHLC. Allow...
- Sat Apr 27, 2024 4:28 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28280
- Sat Apr 27, 2024 4:27 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28280
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Well, not only am I super excited about those new statistics features (put them in now !!! :D ) I'm also happy to read about the Linux part of the game and happy it supports Linux natively (and with added perks and features) because this is only strengthening my pending decision to just install Linu...
- Sun Apr 14, 2024 10:39 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32623
Re: Friday Facts #406 - Space Age Music
I like all the new tracks I've heard. That misterios one sound like a flora planet to me so I'm thinking since we have some harsh environment planets, we would probably have an earth-like planet somewhere and that would be it's sound - I liked it so much that I downloaded it and plan on adding it (s...
- Wed Feb 07, 2024 3:30 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 19567
Re: Friday Facts #396 - Sound improvements in 2.0
I've read through the comments after reading this one because, from experience, sound is very individual - it's a known fact the younger people hear different sound frequencies then older ones and being in my 50th year of life (albeit still playing video games like I'm 15) I know there is a noticeab...
- Wed Feb 07, 2024 3:03 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 19567
Re: Friday Facts #396 - Sound improvements in 2.0
I'd also like to see an "alert mode" added whenever the Radar sees an incoming attack, whether by Biters, players, or other things like asteroids. Something that will sound an audible alarm, switch on red lighting, and automatically power up defenses when an attack starts, and shut the de...
- Wed Feb 07, 2024 2:12 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 19567
Re: Friday Facts #396 - Sound improvements in 2.0
BOOM - fact provided, proof madeTheKingOfFailure wrote: ↑Fri Feb 02, 2024 5:49 pmSteve Mould explains it in 3 minutes
https://youtu.be/Ri_4dDvcZeM
- Sun Dec 17, 2023 1:58 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 36508
Re: Friday Facts #389 - Train control improvements
This really is a big change - it transcends every thing possible so far in the game - I almost forgot how great it is to play Factorio and started wondering why I had so many hours registered in it and this reminded me - I love playing with your trains !