Search found 291 matches

by <NO_NAME>
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.
by <NO_NAME>
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.
by <NO_NAME>
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.
by <NO_NAME>
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.
by <NO_NAME>
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.)
by <NO_NAME>
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.
by <NO_NAME>
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...
by <NO_NAME>
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...
by <NO_NAME>
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...
by <NO_NAME>
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.
by <NO_NAME>
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.
by <NO_NAME>
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...
by <NO_NAME>
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 ;-)
by <NO_NAME>
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...
by <NO_NAME>
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...
by <NO_NAME>
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.
by <NO_NAME>
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.
by <NO_NAME>
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".
by <NO_NAME>
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.

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