This would be cool.
Search found 60 matches
- Fri Dec 06, 2019 3:04 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 50154
- Fri Nov 08, 2019 8:04 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 84605
Re: Friday Facts #320 - Color correction
I like the new colors. I would also like to see more improvement to the map view, with different types of entities in different colors.
The capability is there: https://mods.factorio.com/mod/Enhanced_Map_Colors
The capability is there: https://mods.factorio.com/mod/Enhanced_Map_Colors
- Tue Mar 05, 2019 5:22 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
- Replies: 11
- Views: 4367
Re: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confus
It must demonstrate the open design gameplay of Freeplay. Nothing that I add should affect the Freeplay experience. The demo/tutorial should have exactly the same mechanics as vanilla Factorio. Instead of the loader, just say, "You connected the belts, now put an inserter here." Have an e...
- Fri Dec 07, 2018 2:06 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 36559
Re: Friday Facts #272 - Mod GUI
That would be so nice to have!SuperSandro2000 wrote: βFri Dec 07, 2018 1:27 pm Can we finally install, update, remove and toggle mods without restarting 4 times?
- Fri Nov 02, 2018 10:38 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 52444
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
It sounds like you guys need to get some playtesters in and have them each play with the different gui options to figure out which should be default.
There is already bot capacity research.Though i'm not sure if i woudln't want more expensive robots/roboports for that for balancing.
- Thu Jun 07, 2018 3:37 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Close to 5k SPM Megaspaghetti
- Replies: 3
- Views: 7213
Re: Close to 5k SPM Megaspaghetti
Wow, this is awesome! But I only see 807SPM. Pics or it didn't happen!
JK. Thanks for sharing!
JK. Thanks for sharing!
- Wed May 30, 2018 6:11 pm
- Forum: General discussion
- Topic: Reading Power capacity and demand
- Replies: 57
- Views: 30214
Re: Reading Power capacity and demand
The third bar is possible if for some reason (Solar in the morning/evening or insufficient coal/water) the electrical generators are not producing their full amount, but the accumulators are able to make up the difference. Basically any combination is is possible. The game doesn't need to care what ...
- Wed May 30, 2018 4:17 am
- Forum: General discussion
- Topic: Reading Power capacity and demand
- Replies: 57
- Views: 30214
Re: Reading Power capacity and demand
I think Piroko's mockup is brilliant. I suggest adding another bar for the accumulator charge state and capacity.
- Fri May 04, 2018 5:22 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 51156
Re: Friday Facts #241 - New player experience
The bare minimum you need to demonstrate the mechanics of the game are: Miner -> Belt -> Inserter -> Assembler -> Inserter -> Chest. Point is, this demonstrates resource extraction, automation, and transportation. This is a core mechanic that scales. None of these by themselves paint a clear pictur...
- Sun Mar 18, 2018 2:12 am
- Forum: Not a bug
- Topic: [16.30] 'pulsing' server not responding.
- Replies: 2
- Views: 1463
[16.30] 'pulsing' server not responding.
I'm posting this as it's own bug because I've seen it a number of times and I can't tell if it is a cause or effect of other bugs. Sometimes this happens while I'm already in a multiplayer game, and sometimes while trying to connect. The game appears to run at about one tick per second (from watchin...
- Sun Mar 18, 2018 1:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.30] Crash on reconnect to server: "received non sequention tick closure."
- Replies: 1
- Views: 1243
[Rseding91] [0.16.30] Crash on reconnect to server: "received non sequention tick closure."
This crash happened after the server stopped responding. The 'server not responding' bar was filling up slowly; it was unfilling slightly about once per second, then filling back up. The game seemed to be advancing by only one tick every second. (I've also seen this 'pulsing' behavior of the server ...
- Wed Feb 14, 2018 6:27 pm
- Forum: Modding help
- Topic: [16.23] cryptic error message while connecting to server
- Replies: 7
- Views: 4594
Re: [16.23] cryptic error message while connecting to server
Yes, but that only happened after we had problems rejoining.Klonan wrote:Saving and reloading changed the scenario
The main problem is the error message doesn't make any sense.
- Wed Feb 14, 2018 3:25 am
- Forum: Desyncs with mods
- Topic: [16.23] Series of desyncs with server not responding
- Replies: 0
- Views: 1263
[16.23] Series of desyncs with server not responding
The first desync was right after we got attacked. Then the "server not responding" box started blinking as I tried to reconnect, and continued for the rest of the time while I reconnected and desynced 3 more times. The last time I connected, it didn't desync right away, but it was still bl...
- Wed Feb 14, 2018 2:45 am
- Forum: Modding help
- Topic: [16.23] cryptic error message while connecting to server
- Replies: 7
- Views: 4594
[16.23] cryptic error message while connecting to server
"Cannot join. The following mod script files are not identical between you and the server: level" I got this error message trying to connect to a multiplayer server. I had been in the server but lost connection, so I tried to rejoin. Before losing my connection, the "Server not respon...
- Sat Jul 29, 2017 10:43 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 58763
Re: Friday Facts #201 - 0.15 Stable, but not really
Thanks for the hard work improving the game loading process. I've noticed that trying to alt-tab while loading the game behaves very badly. Either alt-tab doesn't do anything or it is very slow and unresponsive. Also the sound sometimes gets choppy while the game is loading in the background. Also I...
- Thu Jun 08, 2017 5:22 am
- Forum: Resolved Problems and Bugs
- Topic: [.15.3] Root Gui Elements Errors/inconsistencies
- Replies: 3
- Views: 2834
Re: [.15.3] Root Gui Elements Errors/inconsistencies
Posila, perhaps the first bug was fixed but not the second? I just confirmed (in .15.18) that elements in gui.left are still arranged horizontally across the screen. I think this was supposed to be fixed before .15, as Kovarex said in this thread: https://forums.factorio.com/viewtopic.php?p=206376#p...
- Thu Jun 08, 2017 5:22 am
- Forum: Resolved Problems and Bugs
- Topic: Vertical gui.left, again?
- Replies: 4
- Views: 1831
Re: Vertical gui.left, again?
I can confirm that this is still an issue in .15.18.
Also, this should be moved to the bug report forum.
Also, this should be moved to the bug report forum.
- Fri May 26, 2017 5:08 am
- Forum: Resolved Problems and Bugs
- Topic: Inserter facing up/north slower than other directions
- Replies: 38
- Views: 41222
Re: Inserter facing up/north slower than other directions
Are the inserters moving in odd paths because they're trying to look like they're moving in 3D perspective?
- Wed May 24, 2017 4:49 am
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 20283
Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Performance is much improved with the latest update! However, I suggest increasing the maximum energy per circuit, because roboports and lasers use so much power. One roboport draws 5MW, so that is enough to max out any circuit it's attached to. If it gets just a few robots charging there, then ever...
- Tue May 16, 2017 2:55 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 20283
Re: [MOD][WIP .15] High Voltage 0.0.3 : Energy over distance
Here is the save. Note that this wasn't actually connected to the power station, although it acted like it was on one side.