Search found 180 matches
- Mon Jan 27, 2020 11:18 am
- Forum: Ideas and Suggestions
- Topic: Add a logarithmic display option for production/consumption graph.
- Replies: 16
- Views: 6775
Re: Add a logarithmic display option for production/consumption graph.
+1 from me as well. As an option or toggle button that would definitely help to get a better view of the different production levels
- Sun Jan 26, 2020 9:58 am
- Forum: Combinator Creations
- Topic: Configurable trashcan
- Replies: 0
- Views: 1394
Configurable trashcan
Probably not something really new and many will probably have it some way or another. Yet it's something one always needs: a way to dispose of the stuff you don't need in your inventory or network any longer, like ores or plates picked up when re-building something or left-over from making your pers...
- Sat Jan 25, 2020 6:03 pm
- Forum: Gameplay Help
- Topic: Dieing splash of biters
- Replies: 1
- Views: 614
Dieing splash of biters
Today I just saw on some larger waves of biters that some of their splash is not bordeaux-coloured but turquoise. Is that intended and something new I missed so far?
- Fri Jan 24, 2020 2:55 pm
- Forum: General discussion
- Topic: Update to Beta, lost all BPs, super mad.
- Replies: 14
- Views: 4233
Re: Update to Beta, lost all BPs, super mad.
A big save file is basically a pile of blueprints ripe for the picking. If none of your games actually used those BPs, were they even worth anything? Oh yes, they are. You can combine blue prints such that it becomes very tedious to tear it down to the parts. You can stamp them down and make adjust...
- Thu Jan 23, 2020 9:27 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Lazy Bastard Mega Mall
- Replies: 23
- Views: 37523
Re: Lazy Bastard Mega Mall
Cool Concept, but how do you even place a blueprint of this size, i can hardly see 1/4 on 3440x1440 resolution? Any tips? You don't need to see the blueprint in its entirety to place it. The way I place giant blueprints accurately (working currently on fleshing-out a modular grid-aligned base) is t...
- Wed Jan 22, 2020 8:21 pm
- Forum: Gameplay Help
- Topic: Circuit networks reads unreliably from train content
- Replies: 12
- Views: 2923
Re: Circuit networks reads unreliably from train content
The automatic scheduling requirement could be what did me in. I think I switched the trains to manual a few times at the stations to line things up. That's probably when the inserters stop obeying circuit network logic and gummed up the whole system. That's something I trapped over a lot in one of ...
- Wed Jan 22, 2020 3:45 pm
- Forum: Technical Help
- Topic: No mouse cursor
- Replies: 6
- Views: 1753
Re: No mouse cursor
In other words: please be more specific. State your game version, your OS, possibly your hardware you run on or anything else one might need to reproduce.
- Tue Jan 21, 2020 8:40 pm
- Forum: Duplicates
- Topic: Active quickbars hide chat text
- Replies: 1
- Views: 644
Active quickbars hide chat text
If one activates more than 2 active quickbars, use of text chat becomes difficult as part of the chat easily is hidden by the one or two upper quickbars. This is especially annoying as it affects the newest one or two messages to which one then possibly cannot respond sensibly. Possible solution: Di...
- Tue Jan 21, 2020 2:37 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 77360
Re: Version 0.18.0
Do you have some custom scenarios in the directory? The data they need has been updated: Scenarios can now contain a description.json file. In the file "order" determines the sorting in the New Game gui; "multiplayer-compatible" determines weather the scenario is shown for multi...
- Tue Jan 21, 2020 2:23 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 77360
Re: Version 0.18.0
Updating my headless server from 0.17.69 it fails to start (last line of quote being the interesting one): $ cat ../factorio/factorio-current.log 0.000 2020-01-21 14:10:20; Factorio 0.18.0 (build 48939, linux64, headless) 0.000 Operating system: Linux 0.000 Program arguments: "/home/factorio/fa...
- Mon Jan 20, 2020 4:00 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 360167
Re: [MOD 0.17] Industrial Revolution
Unless the license is going to be changed from what is stated on the first posting here, making changes is not allowed and explicitly forbidden. So taking over and making changes, required or not to keep it working, are forbidden.
- Mon Jan 20, 2020 10:30 am
- Forum: Ideas and Suggestions
- Topic: Usability issues with blueprint and blueprint library
- Replies: 2
- Views: 820
Re: Usability issues with blueprint and blueprint library
Trying to make a blueprint book which can be shared, a few issues cropped up (they might be in other places... but I didn't find the canonical thread for it): * Exporting a blueprint or blueprint book (to a string) cannot be done from the library * Editing icons in the library would be totally aweso...
- Mon Jan 20, 2020 9:57 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 6166
Re: Blueprint Book is not enough for me
Zooming/scrolling should be much easier on the eyes. Oh, that would be totally awesome. It would also come in handy when actually *creating* a blueprint and when it comes to removing single items which don't belong there. For large blueprints, it's really tedious to click on a single inserter or po...
- Wed Jan 15, 2020 2:09 pm
- Forum: General discussion
- Topic: Roboports
- Replies: 24
- Views: 6084
- Thu Jan 09, 2020 2:12 pm
- Forum: Ideas and Suggestions
- Topic: (not) picking up car
- Replies: 7
- Views: 2205
Re: (not) picking up car
I'm not sure: There are time, when I really need to remove things. For example a train track is in the way, but a train is on it. I need to remove the train, then the track. No matter if the inventory is full or not, the train must go. :) With this patch it would stay on the rails. I think not so g...
- Sat Jan 04, 2020 10:10 am
- Forum: Ideas and Suggestions
- Topic: (not) picking up car
- Replies: 7
- Views: 2205
Re: (not) picking up car
I know that happens for other stuff; and that's the sensible thing to do. Yet for vehicles it feels the wrong thing to do. They remain when you cannot pick them up entirely. Unless you can pickup everything except the vehicle itself. I understand that it's choosing the lesser of two evils here, thou...
- Sat Jan 04, 2020 9:58 am
- Forum: Ideas and Suggestions
- Topic: (not) picking up car
- Replies: 7
- Views: 2205
(not) picking up car
When you try to pickup your car, but your inventory has just sufficient space to hold the car contents, but not the car itself, then the car is picked-up and immediately dropped to the ground to the ground in minimized form. I didn't even notice a car could be that small and lost a few cars (as in d...
- Fri Nov 08, 2019 3:51 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75008
Re: Friday Facts #320 - Color correction
Very nice. I like vibrant colours when put to good use - especially now in the dark season :) I wonder about the change of map colours: there are some terrain differences which show in the old colours, and others which show in the new exclusively: Both colours A and B in the old mapping are mapped n...
- Mon Oct 28, 2019 7:36 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32726
Re: Make save game overwrites less dangerous
I'd like to support a change in this direction. One savegame (exchange string) should not - by default - overwrite the savegames of another.
- Fri Oct 18, 2019 12:16 pm
- Forum: Ideas and Suggestions
- Topic: In game programming
- Replies: 4
- Views: 1418
Re: In game programming
That does not fit the game. It would basically exposing the modding API for ingame use by the player. And we're not even talking UI problems here