Search found 291 matches
- Mon Mar 18, 2019 11:09 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Better item/ghost handling with new toolbar
- Replies: 1
- Views: 645
Re: [0.17.x] Better item/ghost handling with new toolbar
I like the second solution. It would also prevent form placing ghost by accident which is annoying when you don't have robots yet.
- Mon Mar 18, 2019 11:06 pm
- Forum: Ideas and Suggestions
- Topic: Idea: Biters attracted to light
- Replies: 4
- Views: 1200
Re: Idea: Biters attracted to light
As if players didn't already disregard iluminating their bases.
A lot of people just running around they base wearing night vision like some kind of afraid of light techno-vampires.
A lot of people just running around they base wearing night vision like some kind of afraid of light techno-vampires.
- Mon Mar 18, 2019 4:00 pm
- Forum: Ideas and Suggestions
- Topic: SI units in numeric inputs
- Replies: 1
- Views: 736
Re: SI units in numeric inputs
It would be handy.
- Fri Mar 15, 2019 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 37391
Re: Local power connector module for modular armor
I'm waiting for this feature since forever.
- Thu Mar 07, 2019 12:58 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Hotkeys
- Replies: 3
- Views: 1200
Re: [0.17.x] Hotkeys
Well, they have written "Each tool will have it's own keyboard shortcut, so the tool bar will also teach players about these shortcuts through tooltips, hopefully to the point where they no longer need the tool bar." here.
Clearly a bug if there really is no hotkeys. (I didn't check.)
Clearly a bug if there really is no hotkeys. (I didn't check.)
- Wed Mar 06, 2019 1:57 pm
- Forum: Not a bug
- Topic: [0.16.51] Silent crash at startup after switching back from 0.17.4
- Replies: 2
- Views: 634
Re: [0.16.51] Silent crash at startup after switching back from 0.17.4
I would still call it a bug.
If there is some problem with processing mods, there should be a message for the user that explains that.
Game closing itself right after it is started, without any kind of information, isn't something I would call correct.
If there is some problem with processing mods, there should be a message for the user that explains that.
Game closing itself right after it is started, without any kind of information, isn't something I would call correct.
- Mon Mar 04, 2019 10:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] Random crash
- Replies: 1
- Views: 476
[0.17.5] Random crash
I cannot tell much about this. It's just crashed without any apparent reason. I tried to load the autosave and do more or less the same but I couldn't reproduce it. I don't have any mods enabled and I've played on this save only in version 0.17.x. (map created around 0.17.1) factorio-current.log _au...
- Mon Mar 04, 2019 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 41268
Re: Roboports should output missing materials to circuit network
Say you build a new mining outpost. You build the train line, add the train stop, add the roboport and release some construction bots. Now you blueprint the electric miners, power poles, belts, walls, gates, flame turrets, laser turrets as suitable for the ore deposit in question. Every deposit wil...
- Mon Mar 04, 2019 1:27 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
- Replies: 31
- Views: 7395
Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
Many people use power armor with personal roboports as a construction suit. Isn't this what modular armour is for? Not really. You cannot put to it fusion reactor and roboport at the same time. Personal roboport is almost unusable without the reactor. On the other hand, power armor MK1 is usually s...
- Sun Mar 03, 2019 9:02 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Research Queue inherent issue (related to FF#254)
- Replies: 3
- Views: 1363
Re: [0.17] Research Queue inherent issue (related to FF#254)
That bothers me as well, especially that I often play with low volume (I'm listening to something else) and I'm rarely even notice the chime.
- Sat Mar 02, 2019 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Biter carcasses should fade out
- Replies: 4
- Views: 1320
Re: Biter carcasses should fade out
They fade after some time.
They are quite useful to point the places when you need to invest more in your defenses.
They are quite useful to point the places when you need to invest more in your defenses.
- Sat Mar 02, 2019 11:07 am
- Forum: Not a bug
- Topic: [0.16.51] Silent crash at startup after switching back from 0.17.4
- Replies: 2
- Views: 634
[0.16.51] Silent crash at startup after switching back from 0.17.4
I played a while on version 0.17 and now I switched back to 0.16.51 to check something bug the game won't start. factorio-current.log The problem seem to have something to do with mods. I've removed the folder "mods" and now the game is starting properly. Although, all mods was disabled be...
- Sat Mar 02, 2019 12:47 am
- Forum: Translations
- Topic: (PL) Projekt tłumaczenie modów
- Replies: 8
- Views: 8141
Re: (PL) Projekt tłumaczenie modów
Jak będę się nudził, to może przetłumaczę moje mody
- Fri Mar 01, 2019 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Hotbar Quickcrafting
- Replies: 42
- Views: 12492
Re: Hotbar Quickcrafting
Situation from yesterday. I'm placing some rails and it turns out that I will require 3 more power poles and 5 more signals to finish it. You cannot plan for such situations. Don't you think that "cannot" is a bit too strong as a statement? (Should be in the base game IMHO.) Try to use th...
- Fri Mar 01, 2019 12:44 pm
- Forum: Ideas and Suggestions
- Topic: Hotbar Quickcrafting
- Replies: 42
- Views: 12492
Re: Hotbar Quickcrafting
It's mapped to Alt+1/2/3 for 1/5/10 items in Hotcraft. And Q when hovering over an entity. HotCraft (and HandyHands ) are awesome, but perhaps a bit too much . Remember that Factorio is a game about automation, you're supposed to have those items built for you by your factory... especially now, whe...
- Fri Mar 01, 2019 11:13 am
- Forum: Ideas and Suggestions
- Topic: Hotbar Quickcrafting
- Replies: 42
- Views: 12492
Re: Hotbar Quickcrafting
Just to get it straight.
I don't vote to remove the option to have ghost hand. It's really neat to have that.
I would like to have an option to craft items from hotbar in addition to ghost hand. E.g. Shift-click to craft an item.
I don't vote to remove the option to have ghost hand. It's really neat to have that.
I would like to have an option to craft items from hotbar in addition to ghost hand. E.g. Shift-click to craft an item.
- Fri Mar 01, 2019 8:51 am
- Forum: Ideas and Suggestions
- Topic: Remove, or make scalable, burner miners/inserters
- Replies: 6
- Views: 1863
Re: Remove, or make scalable, burner miners/inserters
Burner inserters are still useful in late-game to put coal into boilers. It allows to automatically resume power production after temporary coal shortage.
- Fri Mar 01, 2019 8:48 am
- Forum: Ideas and Suggestions
- Topic: "Cancel" on research sounds like the progress will be lost
- Replies: 8
- Views: 2573
Re: "Cancel" on research sounds like the progress will be lost
"Pause" or "Postpone" would be much better that "Cancel".
- Fri Mar 01, 2019 8:46 am
- Forum: Ideas and Suggestions
- Topic: Automatically switch from ghost to real item (in hand) when one becomes available
- Replies: 5
- Views: 2750
Re: Automatically switch from ghost to real item (in hand) when one becomes available
Definitely this.
It's especially annoying when you are placing something which is currently in your build queue. You have to be constantly aware of number of items you have in the hand because if you place the last one, you have to drop the ghost go to your inventory/quickbar and select it again.
It's especially annoying when you are placing something which is currently in your build queue. You have to be constantly aware of number of items you have in the hand because if you place the last one, you have to drop the ghost go to your inventory/quickbar and select it again.
- Fri Mar 01, 2019 8:35 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Research queue improvements
- Replies: 5
- Views: 1690