Search found 109 matches
- Wed May 21, 2014 12:51 pm
- Forum: This Forum
- Topic: Tapatalk
- Replies: 49
- Views: 34420
Re: Tapatalk
I've been lurking on the forums for the last couple of weeks, since buying Factorio My preference is to not add Tapatalk. The pop-up messages it generates when you visit from a phone or tablet are quite annoying. So much, that I've created an account just to ask that it isn't installed. Unless ther...
- Wed May 07, 2014 2:18 pm
- Forum: General discussion
- Topic: Hidden gem!
- Replies: 21
- Views: 8715
Re: Hidden gem!
Ja jsem rozhodne taky pro. Prvni setkani jsem prosvihl, to jsem jeste nebyl v Praze, ted bych si to ujit nenechal.kovarex wrote:...
Někdy bychom mohli udělat Factorio párty
- Sun Mar 30, 2014 9:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6]Save on double-click
- Replies: 2
- Views: 1042
[0.9.6]Save on double-click
There was introduced double-click save/load feature a long time ago. But when 0.9.x version came saving is not so comfortable as it usually was.
I double-click on some already existing save and expect overwriting, but the "The file name is empty." message comes and game is not saved.
I double-click on some already existing save and expect overwriting, but the "The file name is empty." message comes and game is not saved.
- Mon Mar 24, 2014 2:07 pm
- Forum: Ideas and Suggestions
- Topic: [0.9.4]incorrect raw sources calculation
- Replies: 13
- Views: 3566
Re: [0.9.4]incorrect raw sources calculation
Ok, I see. As you explain this there is mechanism in some cases where odd product is more expensive and even one is cheaper due to constructing some product in pairs (groups). So odd product requires construct more than it need but even product use it because it's already constructed and don't need ...
- Sun Mar 23, 2014 9:03 pm
- Forum: Ideas and Suggestions
- Topic: [0.9.4]incorrect raw sources calculation
- Replies: 13
- Views: 3566
[0.9.4]incorrect raw sources calculation
Maybe I am missing something, but I should be able to build express underground belt.
entire screenshot:
http://imageshack.com/a/img841/7043/8e7v.png
savegame:
https://www.dropbox.com/s/mvbr5gpyp2dcwup/EUB-bug.zip
entire screenshot:
http://imageshack.com/a/img841/7043/8e7v.png
savegame:
https://www.dropbox.com/s/mvbr5gpyp2dcwup/EUB-bug.zip
- Wed Jan 15, 2014 10:31 am
- Forum: General discussion
- Topic: Hot Bar
- Replies: 5
- Views: 6616
Re: Hot Bar
I think, that hot bar should be suitable for the most recent/used items and it is usually less than 10. I am quite satisfied with the number. But if anybody wants to have more than it should be configurable somehow. - show more/all hotbar items while holding some hotkey - show more rows of hotbar wh...
- Tue Dec 10, 2013 11:23 am
- Forum: Not a bug
- Topic: [0.7.4] MacBook without external mouse
- Replies: 10
- Views: 12778
Re: [0.7.4] MacBook without external mouse
Thats why MACs are not considered as gaming devices. Guys from Apple have still something to learn from others.
But don't worry, no platform is completely without problems. Nobody and nothing is perfect.
And one small advice for you: don't forget so essential stuff next time
But don't worry, no platform is completely without problems. Nobody and nothing is perfect.
And one small advice for you: don't forget so essential stuff next time
- Tue Dec 10, 2013 10:38 am
- Forum: Not a bug
- Topic: [0.7.2] burner drill vs inserter
- Replies: 6
- Views: 6256
Re: [0.7.2] burner drill vs inserter
I understand difference between one or two inventories, but still in some elements such as burner inserter or drill there should be this single one inventory marked as input only and should not be possible steal content by inserters. In very special set ups it might be useful, but it seems to me con...
- Wed Nov 20, 2013 1:54 pm
- Forum: General discussion
- Topic: Tipps for surviving in 7.x ?
- Replies: 5
- Views: 7914
Re: Tips for surviving in 7.x ?
The problem with the gun turrets is their extreme need of ammo when fill automatic until filled. On one side I won't automate that, because when building a full defense line, this eats the whole production. On the other hand I won't do that by hand, because it soon takes too much time to run to you...
- Sun Oct 20, 2013 6:52 pm
- Forum: Not a bug
- Topic: [0.7.2] burner drill vs inserter
- Replies: 6
- Views: 6256
Re: [0.7.2] burner drill vs inserter
So conclusion is that this is not a bug and picking items from input inventory is intention? How should behave e.g. assembler then? Should inserter pick also input items? or there should be strict border between input and output inventory and only output inventory will be possible source for inserte...
- Sun Oct 20, 2013 6:39 pm
- Forum: 1 / 0 magic
- Topic: [0.7.2] graphics of electric furnaces blinking
- Replies: 3
- Views: 5311
Re: [0.7.2] graphics of electric furnaces blinking
Hello, don't you have the low graphics option on? I tried to reproduce on both settings without success, what were the zoom levels? Were you standing still or moving? What is the GPU? disabled low graphics, no multisampling, disabled smoke, window mode my computer has integrated apu graphics APU 76...
- Sun Oct 20, 2013 6:44 am
- Forum: Not a bug
- Topic: [0.7.2] burner drill vs inserter
- Replies: 6
- Views: 6256
[0.7.2] burner drill vs inserter
I have was trying to build self-feeding burner drill installation for coal harvesting. But I found, that inserters is able to get resources even from input fields of the burner. Is it intention to be able propagate fuel in the chain of drills and feed only one of them? I know that installation canno...
- Sun Oct 20, 2013 6:11 am
- Forum: 1 / 0 magic
- Topic: [0.7.2] graphics of electric furnaces blinking
- Replies: 3
- Views: 5311
[0.7.2] graphics of electric furnaces blinking
I am not sure whether this issue happen in previous version(s). When I have certain zoom level and watch electric furnaces working, the graphics of them (all visible in the screen) is crappy and blinks by moving 1px right and left. This issue might be related to my GPU only but just to be sure. Can ...
- Sat Oct 05, 2013 8:58 am
- Forum: Not a bug
- Topic: [0.7.0]laboratory - wrong potion number
- Replies: 3
- Views: 3557
[0.7.0]laboratory - wrong potion number
I have research labs and during some research the red potions runs out. Labs stops working but right after opening the lab popup window I see, that one red potion is present. After putting some number of red potions the lab start working and (numberOfInsertedPotions - 1) red potions remains in buffe...
- Sat Oct 05, 2013 8:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.7.0] missing titles
- Replies: 3
- Views: 1421
[0.7.0] missing titles
I found two missing titles.
Unknown key:"controls.alternative-build" in game control menu
Unknown key:"item-name.raw-fish" for water beast in inventory or just after "harvesting"
edit: I forget to mention that i uses english language in the game.
Unknown key:"controls.alternative-build" in game control menu
Unknown key:"item-name.raw-fish" for water beast in inventory or just after "harvesting"
edit: I forget to mention that i uses english language in the game.
- Fri Sep 20, 2013 8:18 am
- Forum: Ideas and Suggestions
- Topic: Adjustable Splitter
- Replies: 11
- Views: 13163
Re: Adjustable Splitter
If this functionality will be introduced in the game I would like also same functionality on Joiner position.
I deliver ore from several destinations which are different size/production output and I would like to prefer some to be able deplete them earlier than others...
I deliver ore from several destinations which are different size/production output and I would like to prefer some to be able deplete them earlier than others...
- Thu Sep 12, 2013 6:12 am
- Forum: Ideas and Suggestions
- Topic: Three in one
- Replies: 5
- Views: 8461
Re: Three in one
And by setting both, where the lower is higher than the upper the box works as a ... Forwarder? It requests some items and it provides all. Dunno if that makes sense. This one seems strange to me. I realize this purpose but I don't see practical usage. This option gives job for logistic robots, but...
- Thu Sep 12, 2013 5:59 am
- Forum: Implemented Suggestions
- Topic: Load game interface
- Replies: 3
- Views: 8238
Load game interface
I would like to propose small improvement for loading game dialog, maybe for other stuff. It would be more comfortable whether load button (or other functional buttons elsewhere) would not be on the opposite side of the dialog window but somewhere nearer, so after selecting proper savegame I would n...
- Tue Sep 10, 2013 10:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.6.4]Moving on transport belt
- Replies: 1
- Views: 1202
[0.6.4]Moving on transport belt
I have several transport belts connected together. When my "Hero" step on transport belt he is automatically pushed according to belts direction. Until he reaches the end of the current belt line. Hero stops there but he stands still even if I add next belts in the same direction. He does ...
- Wed Sep 04, 2013 8:17 am
- Forum: Ideas and Suggestions
- Topic: Logistic Robot Maintenance Center
- Replies: 4
- Views: 6452
Re: Logistic Robot Maintenance Center
I like idea of logistic robot center. The most thing you have mentioned here is quite interesting: 1. reach of the robots 2. energy consumption 3. repair in station 4. some kind of buffer for currently unused robots I also presume that recharging robots will take energy from network and repairing ta...