Search found 224 matches
- Mon Aug 17, 2020 6:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.0.0] With map zoomed to "radar level" you can hear things in unrevealed chunks
- Replies: 4
- Views: 3844
[Rseding] [1.0.0] With map zoomed to "radar level" you can hear things in unrevealed chunks
So in the map, if you zoom in to the level where visible areas become a live picture, you can hear sounds from any part of the map, even if not visible, or never revealed (black). Because spawners regularly emit a gross burbling sound, means you can locate them past the edge of the visible map or ot...
- Fri Aug 07, 2020 1:59 am
- Forum: General discussion
- Topic: Blueprint Library Feedback
- Replies: 42
- Views: 13239
Re: Blueprint Library Feedback
Most of the new functionality seems OK to me (although I've not been a heavy blueprint user up to now). But the one thing that I'm not happy with is how easy it is to accidentally delete a book from the library. I lost a book that way (luckily, I think it was one I'd imported rather than one I'd bu...
- Sat Jul 25, 2020 1:17 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 45491
Re: Friday Facts #357 - Nuke
I had some difficulty getting the nuke animation to play, probably just my weird browser, but once I got it working, wow. I have to say that looks awesome. Well done. Looking forward to blowing things up in style.
- Sun Jul 12, 2020 2:25 pm
- Forum: General discussion
- Topic: Purchasing game from website
- Replies: 6
- Views: 2591
Re: Purchasing game from website
You need an account to access the mods portal and the multiplayer matching server. Both of these are additional services provided by Factorio.com so I can't really blame Wube for limiting them to verified customers. But the game itself does not require any kind of activation, and you can still insta...
- Fri Jun 12, 2020 4:22 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 74425
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Honestly I still don't understand why the underground beacon concept was chosen, but I like this iteration of the idea much better. Definitely looking forward to seeing how it looks in game. On the fluid mixing, do you plan to revert some of the strictest prevention measures now that there's another...
- Wed Jun 03, 2020 4:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.29] Progression pitfall in Tutorial: Crash
- Replies: 3
- Views: 2367
Re: [0.18.29] Progression pitfall in Tutorial: Crash
Thanks for the quick work as usual. This is definitely better, but I do note that without the GUI check the arrow intended to point at the furnace appears on top of the GUI. It looks funny, and is perhaps a bit confusing. Still, you've got the text directions in the corner, so I doubt anybody would ...
- Tue Jun 02, 2020 7:31 am
- Forum: Gameplay Help
- Topic: Is there there any way to increase the width of the shortcut bar?
- Replies: 1
- Views: 1200
Is there there any way to increase the width of the shortcut bar?
The shortcut bar is a nice feature, and it's great that mods can add to it, but the default size is just enough for all the vanilla shortcut buttons, and I want to keep pretty much all of those. I know you can increase the height, but then it's taller than my standard two-row toolbar. Is there any w...
- Mon Jun 01, 2020 4:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.29] Progression pitfall in Tutorial: Crash
- Replies: 3
- Views: 2367
[0.18.29] Progression pitfall in Tutorial: Crash
When you first learn to smelt ore, triggering the next step (remove plates from furnace) seems to require the following conditions: Furnace is not processing Furnace contains an iron plate No window is open #3 creates an easy way to mess it up and get (as far as the new player can tell) completely s...
- Sat May 30, 2020 10:18 am
- Forum: Ideas and Suggestions
- Topic: UI Sound Suggestion: Unique toggle button effect
- Replies: 2
- Views: 1036
UI Sound Suggestion: Unique toggle button effect
TL;DR Toggle buttons, such as "Toggle Personall Roboport" on the new toolbar should make different sounds when turned on vs. off. What ? I'm thinking like "click" vs. "pop", high vs. low, or even something that emulates a real mechanical toggle button. Why ? It would b...
- Fri May 29, 2020 7:50 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 30810
Re: Friday Facts #349 - The 1.0 plan
Tangentially related: I don't usually pay much attention to Steam, but I happened to look at Factorio's page there and I noticed you've got some outdated info about what 1.0 will look like in the "Why Early Access?" section.
- Fri May 15, 2020 2:17 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 26659
Re: Friday Facts #347 - New hope demo levels
I think it's very exciting that the demo (as in free sample) is getting expanded. And using the tried and true campaign levels seems like a good way to go. As cool as it was to have a demo at all (something I miss from older games, seems much rarer nowadays) I always thought the old one it was a lit...
- Tue May 05, 2020 3:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] Cliff explosives have two different explosions
- Replies: 3
- Views: 2569
Re: [0.18.18] Cliff explosives have two different explosions
Was just about to report this myself, but I see someone beat me to it. Yeah, it's kinda weird. I'm inclined to think the bot-deployed one is incorrect; that's a pretty big crater for such a mundane kind of explosion to leave. Either way though, one would expect them to match. Additionally, I just no...
- Mon Mar 30, 2020 8:26 pm
- Forum: Releases
- Topic: Version 0.18.17
- Replies: 8
- Views: 13016
Re: Version 0.18.17
Just checked: Still includes a bin folder with an executable.
- Fri Mar 20, 2020 4:44 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 91097
Re: Friday Facts #339 - Beacon HR + Redesign process
This is definitely a big change. I'm not sure that to think. But the one part I'm pretty sure I don't like is having it painted red. This just seems like a weird choice. For most entities bright colors are used rather sparingly. And I just can't think of any reason it should be used here. Unless you...
- Tue Mar 17, 2020 6:31 pm
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 26243
Re: Version 0.18.13
Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu. Not sure what I think of this one... I was used to getting them from the library, and I don't see how it does any harm to have them available in two places.
- Tue Jan 07, 2020 3:03 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361771
Re: [MOD 0.17] Industrial Revolution
All good things must come to an end, mediocre things too. I will not be updating the mod any further - it will not be ported to Factorio 0.18 by me. I'd like to thank the players who supported me and the mod while it lasted. Sad to hear that. I haven't actually tried this mod yet but I was looking ...
- Fri Nov 08, 2019 11:37 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75440
Re: Friday Facts #320 - Color correction
So... as long as you're reworking colors, can you make the red desert red again?
- Fri Oct 25, 2019 1:50 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 47309
Re: Friday Facts #318 - New Tooltips
Just talking off the top of my head, but the one entity type that seems like it would benefit from batching the most is belts. They're 1x1 of course, and when laying out a main bus for instance, common designs cover 2/3 of the path with them.
- Fri Sep 06, 2019 9:57 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 27601
Re: Friday Facts #311 - New remnants 3
Quick comment on the remnants: Most of these look great and strike a good balance, but the one class of objects that IMHO don't look destroyed enough are the chests. They fact that they still appear to be substantially closed containers doesn't feel right. Like seeing that I would think "Damn, ...
- Sat Aug 10, 2019 3:24 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 43728
Re: [MOD 0.14] Text Plates
Any chance you could make the uranium text plates glow? That would be awesome.