Search found 671 matches
- Wed Nov 20, 2024 1:36 am
- Forum: Ideas and Suggestions
- Topic: please add another type of force build on top of the 3 modes there are now for replacing all in area for blueprints
- Replies: 1
- Views: 68
please add another type of force build on top of the 3 modes there are now for replacing all in area for blueprints
Please add another type of force build on top of the 3 modes there are now for replacing all in area. Currently you can place a blueprint normally, or force place it and have it only put down the items that it can, or you can super force place it which will remove existing entities and put the new o...
- Wed Nov 13, 2024 7:55 pm
- Forum: Duplicates
- Topic: [2.0.15] hovered item detail window in bottom right cut off
- Replies: 2
- Views: 189
Re: [2.0.15] hovered item detail window in bottom right cut off
just adding a few tags (feature of the base game) makes the window unusable as you can't see any bonuses from modules on any assembling machine and other details are cut off making this a huge issue. With many planets the tags are a needed feature yet you can use only one, the tags or get a proper t...
- Wed Nov 13, 2024 7:55 pm
- Forum: Bug Reports
- Topic: [2.0.13] Thruster side panel doesn't fit screen on default UI scale
- Replies: 5
- Views: 355
Re: [2.0.13][UI] Thruster side panel doesn't fit screen when UI scale is 100%
just adding a few tags (feature of the base game) makes the window unusable as you can't see any bonuses from modules on any assembling machine and other details are cut off making this a huge issue. With many planets the tags are a needed feature yet you can use only one, the tags or get a proper t...
- Sat Nov 09, 2024 8:42 pm
- Forum: Not a bug
- Topic: [2.0.16] Rocket turrets loaded with biter spawner capture rockets don't fire at all
- Replies: 2
- Views: 335
Re: [2.0.16] Rocket turrets loaded with biter spawner capture rockets don't fire at all
I figured out the issue. The turret has a minimum range. When in remote view and not zoomed out far enough, the inner no-fire range of the turret looks like the actual range, so the turret was too close to the spawner. Thanks for the help.
- Sat Nov 09, 2024 2:27 pm
- Forum: Not a bug
- Topic: [2.0.16] Rocket turrets loaded with biter spawner capture rockets don't fire at all
- Replies: 2
- Views: 335
[2.0.16] Rocket turrets loaded with biter spawner capture rockets don't fire at all
As described. Captured a biter/spitter spawner, put laser turrets with filters next to it in case it goes wild again so it only kills the biters. Also put a rocket turret next to it with capture rockets set to only fire on spawners for biters and spitters. The spawner converted back to wild and the ...
- Thu Nov 07, 2024 4:42 pm
- Forum: Not a bug
- Topic: [2.0.15] can't blueprint spidertrons or equipment grids and more
- Replies: 2
- Views: 163
Re: [2.0.15] can't blueprint spidertrons or equipment grids and more
Okay, that's awesome then and good enough. Thanks for the reply. Does holding shift with copy make a blueprint? It is still confusing though as copy/paste/blueprints are presented to the user as having a lot of common functionality so you would expect you could copy a spidertron the same as a buildi...
- Thu Nov 07, 2024 3:33 pm
- Forum: Not a bug
- Topic: [2.0.15] can't blueprint spidertrons or equipment grids and more
- Replies: 2
- Views: 163
[2.0.15] can't blueprint spidertrons or equipment grids and more
can't blueprint spidertrons or equipment grids and more. It would be great to blueprint spidertrons, tanks, vehicles etc, their equipment grids, weapons, etc. You can't even copy/paste the color of vehicles like spidertron, so you have to manually set each RGB value for every vehicle if you want a d...
- Thu Nov 07, 2024 1:55 pm
- Forum: Pending
- Topic: 2.0.12 minimum value not respected for a resource that is made infinite like in pre 2.0
- Replies: 3
- Views: 188
Re: 2.0.12 minimum value not respected for a resource that is made infinite like in pre 2.0
Setting the infinite, minimum and normal values only, seems to have a reasonable result and works as it did before, so this part doesn't need changing. I discovered that the issue is that setting one or both of the following values will result in the resource not degrading to the minimum value set i...
- Thu Nov 07, 2024 1:49 pm
- Forum: Duplicates
- Topic: [2.0.15] hovered item detail window in bottom right cut off
- Replies: 2
- Views: 189
[2.0.15] hovered item detail window in bottom right cut off
hovered item detail window in bottom right cut off. Eg. when hovering an assembler if you have even a few tags. It makes that detailed info on power usage, productivity bonus, crafting speed etc useless as you can't see most of the stats. The tags should at the very least be to the left of the map n...
- Mon Oct 28, 2024 7:00 pm
- Forum: Pending
- Topic: 2.0.12 minimum value not respected for a resource that is made infinite like in pre 2.0
- Replies: 3
- Views: 188
2.0.12 minimum value not respected for a resource that is made infinite like in pre 2.0
minimum resource value not respected for a resource that is made infinite like in pre 2.0 and infinite_depletion_amount doesn't do anything. I want to make all ores infinite but so that the decrease to a minimum percentage value like 10%. The problem is that the following code no longer works proper...
- Sat Oct 26, 2024 11:56 am
- Forum: Releases
- Topic: Version 2.0.11
- Replies: 25
- Views: 12296
Re: Version 2.0.11
I'm glad this is finally in the game . I asked for this years ago and it was denied by the developers.When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched.
It was always a needed feature.
Thanks
- Fri Feb 23, 2024 10:28 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 65839
Re: Friday Facts #399 - Trash to Treasure
there are already 3 tires of modules, and pretty quickly in the game everyone ignores tire 1 and tier 2 (or at least i do) , or people like me directly aims at tier 3 directly. Tier 1 and 2 modules are pretty much only there to reach tier 3. now there are 5 quality levels ... ?? .. do we really nee...
- Tue Jan 30, 2024 3:17 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 29816
Re: Friday Facts #395 - Generic interrupts and Train stop priority
That's great that you can replace the icon in rich text but what if I use the name of the resourse such as "Iron Depot", "Copper Depot" instead of the icons. Can we have support for replacing any text in the stop names instead of just icons? So you can do "[item] Depot"...
- Mon Oct 16, 2023 3:41 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105713
Re: Friday Facts #378 - Trains on another level
this is great
- Mon Oct 16, 2023 1:45 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 81550
Re: Friday Facts #376 - Research and Technology
I don't like the changes to make more recipes unlock by mining or crafting a certain number of them because it will be a pain for blueprints. It's already bad having to manage updating blueprints in mid to end game that can be built from the beginning due to tiers of assemblers, belts etc. Now with ...
- Mon Oct 16, 2023 12:23 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196358
Re: Friday Facts #375 - Quality
The idea sounds cool and could be a lot of fun to play with. This however introduces some issues with blueprints and construction in general. A great example is power poles. You say they can connect farther. Now that means that in blueprints you will have issues if you blueprint a legendary or above...
- Thu Sep 07, 2023 6:50 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99267
Re: Friday Facts #373 - Factorio: Space Age
I don't like how you lock existing technology behind the new progression system like spidertron and the artillery. I think this is a bad design decision. I think you should leave these as they are and instead think of new cool technology you could give the players from the new planets instead of lo...
- Thu Sep 07, 2023 6:47 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99267
Re: Friday Facts #373 - Factorio: Space Age
This feels lazy. Hey, you had spidertron, artillery etc, now you don't. The expansion you have to buy will take those away from you and instead give them back to you as a reward for doing the expansion content. As I specified in the original post, these are not the only rewards, and you get more st...
- Sat Aug 26, 2023 1:54 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99267
Re: Friday Facts #373 - Factorio: Space Age
This is cool and as most of us expected. A space expansion. I'm cautiously optimistic about the expansion but there are things I don't like about the changes you have made already even in just this one post. I don't like how you lock existing technology behind the new progression system like spidert...
- Sun Dec 18, 2022 12:45 am
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 31567
Re: Friday Facts #370 - The journey to Nintendo Switch
The expansion has taken more than a year to this point, hasn't it? Wasn't it promised to be done in about 1 year from initial announcement? Now it's going to be at least another year. This is disappointing. No news on the expansion, just delays. You would think that will all the resources spent on p...