Search found 361 matches
- Wed Aug 21, 2019 8:06 am
- Forum: Releases
- Topic: Version 0.17.66
- Replies: 12
- Views: 16417
Re: Version 0.17.66
This is the first 0.17 I've played. I know the GUI has gone through a lot of changes; consider this a single data-point personal feedback based on what I find intuitive; I'm sure you've heard all this before but I couldn't see an obvious thread about the GUI/usability. Probably all this is just bec...
- Sun Aug 18, 2019 6:29 am
- Forum: Modding help
- Topic: IDE's and Factorio API
- Replies: 4
- Views: 1511
Re: IDE's and Factorio API
There is an extension for vscode https://marketplace.visualstudio.com/items?itemName=svizzini.factorio-lua-api-autocomplete It's not a real autocomplete most of the time, since it will happily suggest invalid functions (it works for game. ). But i guess that's more due to lua being lua. Is there on...
- Mon Aug 12, 2019 6:50 am
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 10525
Re: Cover ore with bricks/concrete
Yes please! Perhaps covering ore with concrete would also obscure some information about it... If I were to cover ore with concrete and then go to the map, I'd like it to tell me what ore I covered and where it was, but not how much ore is in the patch. That way, to find out how much ore I covered ...
- Sat Aug 10, 2019 5:28 am
- Forum: Releases
- Topic: Version 0.17.62
- Replies: 21
- Views: 15067
Re: Version 0.17.62
This might interest people that follow the releases: https://wiki.factorio.com/Base-breaking_changes Good idea and might be a valuable resource for players coming back from the rehab. But would be nice to have whole recipes in the change log (like "Rocket fuel: solid fuel β solid fuel, light o...
- Sat Aug 10, 2019 5:08 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 137581
Re: Version 0.17.60
I agree that 0.17.59 was the sweet spot - the HO and LO were used to create the solid fuel which in turn was used to create chemical (blue) science and now if and when I upgrade to the next version (0.17.64 just came out today) I will definitely use the mod that reverts that in my existing factory f...
- Wed Aug 07, 2019 2:20 pm
- Forum: Releases
- Topic: Version 0.17.62
- Replies: 21
- Views: 15067
Re: Version 0.17.62
This might interest people that follow the releases: https://wiki.factorio.com/Base-breaking_changes Good idea and might be a valuable resource for players coming back from the rehab. But would be nice to have whole recipes in the change log (like "Rocket fuel: solid fuel β solid fuel, light o...
- Fri Jul 26, 2019 8:09 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 300761
Re: [MOD 0.15] SmartTrains 2.0.5
So I ordered my PAX train to take me to a temp location and closed the train GUI. When I re-opened it (by pressing on the train) it started showing this error about every second: smart trains tmp station error.JPG List of mods: 0.258 Loading mod core 0.0.0 (data.lua) 0.344 Loading mod base 0.17.59 (...
- Thu Jul 25, 2019 4:25 pm
- Forum: Releases
- Topic: Version 0.17.59
- Replies: 73
- Views: 44198
- Tue Jul 09, 2019 3:27 pm
- Forum: Releases
- Topic: Version 0.17.55
- Replies: 12
- Views: 11026
Re: Version 0.17.55
I got a crash after updating from .53 to .55 but the next run is fine. saved the log if the @Devs are interested.
I'm running a standalone version (non-steam), since 0.17.9 came out in a non-default location configured to read mods and saves from under the game folder.
I'm running a standalone version (non-steam), since 0.17.9 came out in a non-default location configured to read mods and saves from under the game folder.
- Sat Jul 06, 2019 7:00 am
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 28726
Re: Version 0.17.54
Yeah, that would be not a bug. And yes, actually using Pulse is not mandatory, you still have the option of using ALSA or OSS, but you need the libpulse.so library. The above error is what happens when pulse is not installed. As pulse is listed as a dependency, this is an expected error. This is al...
- Mon Jul 01, 2019 6:44 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26470
Re: Friday Facts #301 - Crash site: First state
I'd really love to have the crash remnants on new maps, maybe containing the stuff we currently have in our inventory on startup. I'd find it more immersive - and I would be really sorry not to benefit from all the work the graphics department has invested in them. Even more so with these new graph...
- Mon Jul 01, 2019 10:15 am
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26470
Re: Friday Facts #301 - Crash site: First state
It would be really nice to see crash sites possibly sprinkled around worlds with chests for loot and structures that you could either destroy for salvage or use in place and build around. It would add a whole new level of depth and decision making to exploration! I don't conform to that idea as I t...
- Mon Jul 01, 2019 9:54 am
- Forum: Not a bug
- Topic: [0.17.52][Windows][Steam] Verbose logging still present in log file when setting turned off
- Replies: 3
- Views: 1012
- Sun Jun 30, 2019 11:42 am
- Forum: Multiplayer / Dedicated Server
- Topic: Local factorio server (LAN) Win10
- Replies: 8
- Views: 5002
Re: Local factorio server (LAN) Win10
Hi, You should get all the answers from this wiki page It shouldn't matter which version of windows you are running, Copy your current factorio folder to the laptop, using the same folder structure If you have ever set up a game to run in a non-default folder with mods and saves in that folder, just...
- Sun Jun 30, 2019 4:53 am
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26470
- Fri Jun 28, 2019 5:26 pm
- Forum: Not a bug
- Topic: Pipe not connecting correctly to electric pump or boiler in blueprint [0.17.52] [minor issue]
- Replies: 1
- Views: 914
Pipe not connecting correctly to electric pump or boiler in blueprint [0.17.52] [minor issue]
I opened a blueprint that includes pipes connecting to electric pump and boilers and found that the pipe logic doesn't consider the pipe needs to bend to connect to the pump or the boiler (and apparently assembly machines too). This behavior was observed with blueprints from 0.16.x and 0.17.52 as ca...
- Thu Jun 27, 2019 7:54 am
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 24221
Re: Friday Facts #300 - Special edition
I logged reading this one - it was both fun and informative. Seams you have a great team - GO WUBE !
- Thu Jun 27, 2019 7:51 am
- Forum: Releases
- Topic: Version 0.17.52
- Replies: 18
- Views: 15632
Re: Version 0.17.52
And it can also be used by the auto-updater to validate the download before attempting the updateOmnifarious wrote: βWed Jun 26, 2019 5:37 pmPublishing the CRC-64 and/or SHA256 of the various files might be a useful addition to the release process. It would help people to know if they got what they were supposed to or not.
- Sun May 05, 2019 8:55 am
- Forum: Gameplay Help
- Topic: Train stops at chain signal - [resolved]
- Replies: 2
- Views: 1273
Re: Train stops at chain signal - Bug?
I will theorize that the second train was already in that rail segment when the chain signal turned red - your problem is you're using normal signals at the edge of the stacker instead of a chain signal because that allows the train to move beyond that stacker and into a hold line before the stops. ...
- Fri May 03, 2019 5:30 pm
- Forum: Releases
- Topic: Version 0.17.36
- Replies: 15
- Views: 12938
Re: Version 0.17.36
Wow - it just came out now - I didn't expect that