Search found 224 matches

by ManaUser
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...
by ManaUser
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".
by ManaUser
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...
by ManaUser
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.
by ManaUser
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...
by ManaUser
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!
by ManaUser
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...
by ManaUser
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 ...
by ManaUser
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.
by ManaUser
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.
by ManaUser
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...
by ManaUser
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...
by ManaUser
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...
by ManaUser
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.
by ManaUser
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...
by ManaUser
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...
by ManaUser
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 "...
by ManaUser
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,...
by ManaUser
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...
by ManaUser
Sat Mar 16, 2019 7:53 pm
Forum: Not a bug
Topic: Terrain seems like a bug
Replies: 11
Views: 2709

Re: Terrain seems like a bug

dog80 wrote:
Sat Mar 16, 2019 7:42 pm
*unavoidable
never say never
I did say "pretty much". Yeah I'm sure it would be possible to design some kind of system that would smooth out the transition. I'm just not sure it would really be worth it.

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