Search found 239 matches

by irbork
Sat Jan 16, 2021 7:54 pm
Forum: Duplicates
Topic: [1.1.12] Auto underground failure
Replies: 1
Views: 1093

[1.1.12] Auto underground failure

It fails while going over other belts that are turning making it a bit unpredictable.
Example in attached file.
by irbork
Fri Jan 15, 2021 1:52 pm
Forum: Duplicates
Topic: [1.1.11] Placing ghosts with shift not working
Replies: 1
Views: 838

[1.1.11] Placing ghosts with shift not working

You can no longer place ghosts in radar range unless you use ctrl+c or blueprint. Not so long ago you were able to take an item from your toolbelt and plan anything you want as long as it was in player or radar view, but now you are limited to player range of few tiles, just like with normal entity ...
by irbork
Fri Jan 15, 2021 1:14 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.11] Drag placing adds unexpected undergrounds without any obstacles
Replies: 6
Views: 2254

Re: [1.1.11] Drag placing adds unexpected undergrounds without any obstacles

It may not be a bug. Maybe when you threw the mouse it bumped the keyboard or monitor and some buttons were presses.
Take good care of your mouse and it will take care of you :lol:
by irbork
Thu Jan 07, 2021 1:00 pm
Forum: Releases
Topic: Version 1.1.7
Replies: 25
Views: 19474

Re: Version 1.1.7

Changed wire drawing to always have the same opacity regardless of ghost/electric poles being connected.
Does it mean it will be even harder now to tell if the wire is real or not?
by irbork
Sun Dec 06, 2020 9:18 pm
Forum: Ideas and Suggestions
Topic: Force Flip bindings
Replies: 4
Views: 1852

Force Flip bindings

Please add:
Shift F
Shift G
bindings that flip blueprints despite the warning message.

There are many chemical setups that do not break after flipping.
Usually it is faster to flip refineries blueprint and fix piping than make it anew.
by irbork
Sun Nov 22, 2020 7:07 pm
Forum: General discussion
Topic: The new belt locking QOL function?
Replies: 0
Views: 1032

The new belt locking QOL function?

It looks really nice from what is shown. I'm curious if it will be even more awesome and it will allow to build wider belt lanes in a single run. Will you be able to move your cursor sideways in respect to belt direction right after the first segment is placed to determine how many lanes you want to...
by irbork
Fri Nov 13, 2020 12:52 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99920

Re: Friday Facts #363 - 1.1 is getting close

Extrapolating bug graph to find if the game can be released in one week does not seem right to me. I would have just asked the team what they think.
I like the old lighting of Centrifuges, Reactors and Circuit connection boxes more than the new ones that do not have any light.
by irbork
Fri Oct 30, 2020 4:40 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 79944

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

One Friday I had forgot to check for any news on Factorio website I got a notification e-mail. Just splendid ;)
by irbork
Wed Oct 28, 2020 9:24 am
Forum: Ideas and Suggestions
Topic: Status of personal logistic switch visible and taggable on respawn countdown window.
Replies: 2
Views: 884

Status of personal logistic switch visible and taggable on respawn countdown window.

When you die you often have to turn off your logistic request slots to stop bots rushing to fill your empty inventory. It would be very convenient to be reminded of the status of the personal logistic toggle on respawn countdown window. If it does not match the situation you can simply switch it on ...
by irbork
Wed Sep 23, 2020 1:52 pm
Forum: Not a bug
Topic: [1.0.0] Something wrong with evolution progression.
Replies: 4
Views: 1167

Re: [1.0.0] Something wrong with evolution progression.

That explains things. Does that include pollution and destroy factors? This is how it is said on wiki and what made me calculate wrong: The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying enemy spawners in the beginning of the game results in increas...
by irbork
Wed Sep 23, 2020 9:09 am
Forum: Not a bug
Topic: [1.0.0] Something wrong with evolution progression.
Replies: 4
Views: 1167

[1.0.0] Something wrong with evolution progression.

After looking into how the evolution progresses something seemed wrong. All below checked and calculated for time evolution set to 200 and all other to 0. From what I have read on the Factorio wiki, every second evolution factor is increased by time_factor divided by progression factor ( 1 - enemy_e...
by irbork
Sat Sep 05, 2020 10:12 am
Forum: Not a bug
Topic: [1.0] Logistic system icon wrong
Replies: 2
Views: 884

Re: [1.0] Logistic system icon wrong

Klonan wrote:
Sat Sep 05, 2020 10:02 am
Why?
My brain stopped working due to playing Factorio all night. LOL
I am clearly confused.
by irbork
Sat Sep 05, 2020 9:55 am
Forum: Not a bug
Topic: [1.0] Logistic system icon wrong
Replies: 2
Views: 884

[1.0] Logistic system icon wrong

There is an arrow showing that transfer of items is possible from a buffer chest to a requester chest. This arrow should be gone. In addition to make the icon more accurate, there can be a small construction drone and engineer in the middle with small black arrows pointing to them from storage, acti...
by irbork
Sat Sep 05, 2020 9:05 am
Forum: Ideas and Suggestions
Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
Replies: 48
Views: 19291

Blueprint content request.

TL;DR Some way to place a blueprint in requester chest that will cause for bots to bring all the content required to create the blueprint. What ? If blueprint is placed in requester slot (chests and maybe even personal request slots) bots will make sure there is enough items in the inventory to cre...
by irbork
Sat Sep 05, 2020 8:55 am
Forum: Ideas and Suggestions
Topic: Lower Min Requested Amount as items get used switch
Replies: 1
Views: 582

Lower Min Requested Amount as items get used switch

TL;DR A switch, just like "Auto trash and personal logistic" on/off, that, if activated would automatically lower item's "Minimum requested amount" as it gets used. What ? It would need to lower the amount in cases of manual building, personal construction bot building, chest/ma...
by irbork
Tue Aug 25, 2020 10:30 pm
Forum: Gameplay Help
Topic: Am I missing something in blueprint library?
Replies: 1
Views: 739

Am I missing something in blueprint library?

I have just created blueprint book called 1.0 and began work on it. It is very far away in the last slot but 1 should definatelly be before most of my books. I have tried to move the book manually to the front but it just grabs the book that was in the first place. Do I really need to click over 100...
by irbork
Thu Aug 20, 2020 9:59 pm
Forum: Ideas and Suggestions
Topic: Setting to change how fast resource size increase with distance.
Replies: 3
Views: 828

Re: Setting to change how fast resource size increase with distance.

Probably allowing us to change "double_density_distance" would be enough if it affect oil as well.
However it will be linear increase and may still be out of hand easily. The best may be some sort of square root or logarithmic increases if it will be possible.
by irbork
Thu Aug 20, 2020 9:14 pm
Forum: Ideas and Suggestions
Topic: Setting to change how fast resource size increase with distance.
Replies: 3
Views: 828

Setting to change how fast resource size increase with distance.

TL;DR I would love to see some slider that will allow for a lot less generous resource patches as I get further from base. What ? As it is now, resources are getting ridiculously abundant not even so far from base. Please add some additional settings when we generate worlds: 1 - Distance resource m...
by irbork
Fri Aug 14, 2020 12:49 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 105699

Re: Friday Facts #360 - 1.0 is here!

Thanks! Great job with the Spidertron surprise :shock:
It was my best early access game experience so far, I can't wait to see what is coming up next. Expansion or another project is something worth waiting for.
by irbork
Fri Aug 07, 2020 3:06 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 105320

Re: Friday Facts #359 - Crash site: The beginning

the new graphics look really nice. However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct. This must be intentional Easter Egg. It signifies that when you research logistic 1, you...

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