Search found 224 matches
- Sun Mar 24, 2019 6:20 pm
- Forum: Gameplay Help
- Topic: 0.17: How to deconstruct tile ghosts?
- Replies: 4
- Views: 2770
Re: 0.17: How to deconstruct tile ghosts?
This seems to work fine. 0eNplj9EKwjAMRf8lzx1s6FT6KyKlrNksdqk0mThG/9069WH4Fk5yc+9dwGEXiSVNnfhI5h4sESbQCzCKeBr4PSOJl9n0PggmM0aHoGu1xeXwvADZsexAfMBquEYWUODJ4bMI8kWBJEQ2lpxJsbuxiRRm0L0NjGpV/ZmskDHgJ+GX5/JWcCxW2wbVr4GCR8lUCOjjrm7atj01+0POL7XlVzo= I guess I can see how it's unintuitive that "tile gh...
- Sat Mar 23, 2019 10:01 pm
- Forum: Implemented Suggestions
- Topic: Symbol for Deconstruction Planner "Items On Ground"
- Replies: 4
- Views: 2549
Re: Symbol for Deconstruction Planner "Items On Ground"
I would suggest ↑ (an up arrow with a line under it), to represent "picking something up".
- Thu Mar 21, 2019 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 13576
Re: Train Colors in HSV
What about adding presets? Personally I'd say keep the current RGB values, but add buttons for common colors. Kind of like how you can set your player color using either /color ### ### ### or /color <colorname>. I admit I don't know what other people use train colors for, but my main goal is to have...
- Thu Mar 21, 2019 4:44 am
- Forum: 1 / 0 magic
- Topic: [0.17.9] Errors when auto-updating to .10
- Replies: 2
- Views: 1097
Re: [0.17.9] Errors when auto-updating to .10
Huh. Weird. I've continued to have problems with this, almost seems like every other update fails, where as I don't remember having these troubles back in 0.16 so... I donno. But I guess it's possible something changed on my system in the mean time.
- Wed Mar 20, 2019 5:38 pm
- Forum: Ideas and Suggestions
- Topic: [Train GUI] Circuit condition progress bar
- Replies: 30
- Views: 6293
Re: [Train GUI] Circuit condition progress bar
First let me say that I understand why the developers chose not to implement this, because there is significant ambiguity about what the range should be in various situations. However, in the specific case of DrParanoia's example I think the range is reasonably clear. I would define that specific ca...
- Wed Mar 20, 2019 5:10 pm
- Forum: General discussion
- Topic: Why does radar attract biters?
- Replies: 12
- Views: 5117
Re: Why does radar attract biters?
It's definitely not a bug as the old campaign specifically warned you about this. As for a back-story/justification I like the idea that biters are sensitive to microwave radiation and find the radar annoying, much like you or I would be annoyed by an audible-range sonar. PING! PING! PING! PING! PING!
- Wed Mar 20, 2019 4:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.11] Unable to craft item due to "Not Enough Ingredients" even though inventory shows I have just enough
- Replies: 4
- Views: 3059
Re: [0.17.11] Unable to craft item due to "Not Enough Ingredients" even though inventory shows I have just enough
Also happens with red and green cables. What all of these recipes have in common is that they contain an odd number of both copper cables and electronic circuits. For comparison: Crafting an advanced circuit, which uses an even number of each, does not suffer from this problem. This is consistent wi...
- Wed Mar 20, 2019 1:10 am
- Forum: This Forum
- Topic: Suggestion: Vote Up/Down/Troll etc on forum posts
- Replies: 15
- Views: 8114
Re: Suggestion: Vote Up/Down/Troll etc on forum posts
In traditional forums, like this one, as opposed to say Reddit it's more common to have only "Like" (sometimes also known as "applaud" or other names). But I do kinda wish we had something like that. If available, a downvote/dislike option might not be a bad idea either, I think ...
- Tue Mar 19, 2019 9:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.15] Global programmable speaker sounds fade out on zooming out
- Replies: 4
- Views: 3220
Re: [0.17.15] Global programmable speaker sounds fade out on zooming out
I just noticed this the other day too.
I agree that if the sound is supposed to be "global" this is not the expected behavior.
I agree that if the sound is supposed to be "global" this is not the expected behavior.
- Tue Mar 19, 2019 3:48 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.15] Fueling hint needs better English
- Replies: 3
- Views: 1003
Re: [0.17.15] Fueling hint needs better English
Personally I'm inclined to think "these" actually refers to "structures that require fuel", and the error instead is a misuse of the word "inserted" to mean "filled". But either way, I agree the current sentence isn't right.
- Tue Mar 19, 2019 3:29 am
- Forum: Not a bug
- Topic: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
- Replies: 13
- Views: 3184
Re: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
that button is simply not there for me for any of my blueprint books. I put them into my hotbar and all i can do is edit the name or delete. As for individual blueprints the export arrow only shows up if i place the blueprint on the ground and then use a new blueprint on it. Otherwise i can only ed...
- Mon Mar 18, 2019 5:50 pm
- Forum: Not a bug
- Topic: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
- Replies: 13
- Views: 3184
Re: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
can you explain to me how to export a book? I can't see anything pointing to it in-game and even a google search has proven useless. Same way as an individual blueprint. Right-click it, then click the icon that looks like a square with an arrow coming out of it. However, and this is a little bit od...
- Mon Mar 18, 2019 12:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
- Replies: 16
- Views: 7451
Re: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
While I don't recall encountering this problem myself, I definitely quick-replace small poles with medium sometimes and obviously I do that when I want to make a connection that wasn't previously there. Example situation would be I've got a block of smelters or assembling machines wired with small p...
- Mon Mar 18, 2019 12:09 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 509406
Re: Simple Questions and Short Answers
The only other thing you could do is change the recipe, put modules in, and change it back. You can copy the recipe from another machine, so potentially it would be faster if you really had to do a large number of them, but it's definitely not a perfect solution.
- Mon Mar 18, 2019 12:00 pm
- Forum: Balancing
- Topic: 0.17 Chemical science pack recipe
- Replies: 4
- Views: 2408
Re: 0.17 Chemical science pack recipe
It's a big step. I don't know if that's really avoidable though, the recipes have to start getting complicated at some point. If chemical science was easier, it would just make production or utility seem that much harder. What I do object to is the crafting time. I know it works out to the same as b...
- Sun Mar 17, 2019 8:03 pm
- Forum: Not a bug
- Topic: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
- Replies: 13
- Views: 3184
Re: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
ok i installed using the .zip file but now i am realizing how much a huge pain it would be to export/import. Can i not export/import whole books at a time? and do i have to place a blueprint and then use a new blueprint planner on it to export them one at a time? It would take hours doing it this w...
- Sun Mar 17, 2019 3:28 am
- Forum: Not a bug
- Topic: Terrain seems like a bug
- Replies: 11
- Views: 2709
Re: Terrain seems like a bug
Hmm. Well if you're really sure minerals are completely absent in the new part of the map (not just rarer than expected), then I would agree that's a bug (not that it's really my call). If so, I would suggest reposing this with a new title more clearly highlighting the problem. Something like "...
- Sun Mar 17, 2019 1:32 am
- Forum: Campaign / Scenario suggestions
- Topic: [not planned] Add a story to Factorio
- Replies: 4
- Views: 1439
Re: Story
Actually the plan is to remove the story completely, apart from the story you infer yourself. Engineer has crashed on an alien world, that much is clear from the setting. We will reinforce this with the new crash site graphics. There is no plan to add story in the NPE or full length campaign. Well,...
- Sun Mar 17, 2019 1:21 am
- Forum: Not a bug
- Topic: Terrain seems like a bug
- Replies: 11
- Views: 2709
Re: Terrain seems like a bug
I know the issue of seams after a terrain generator change has been specifically mentioned in the past, same thing happened when 0.16 rolled out. Not sure I could find it easily though. Also note that this thread has been moved to "Not a bug", I guess the devs figured we answered the quest...
- Sat Mar 16, 2019 7:53 pm
- Forum: Not a bug
- Topic: Terrain seems like a bug
- Replies: 11
- Views: 2709