Search found 154 matches
- Fri Jan 22, 2021 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
- Replies: 7
- Views: 2167
Re: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
I can still reproduce this in 1.1.12 even though it was supposed to be fixed in 1.1.12. I would like to test it in 1.1.13 just to make sure, but Steam wont let me update (maybe it takes a while to notice the new Release), however I did not see anything in the Changelog indicating that this Bug has b...
- Sat Jan 16, 2021 1:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.
- Replies: 8
- Views: 4067
Re: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.
I tested it on my new Map and it seems to work fine now. Biters on separate Landmasses actually react to my Artillery after I established a Land Bridge.
- Fri Jan 15, 2021 2:09 pm
- Forum: Duplicates
- Topic: [1.1.11] Placing ghosts with shift not working
- Replies: 1
- Views: 838
Re: [1.1.11] Placing ghosts with shift not working
I can confirm this is new and annoying. Now I am forced to use Blueprints and Copy/Paste to do things like Belts instead of just being able to drag them. Strangely it does not seem to affect Ghost Tiles, only Ghost Buildings. I sure was very far away from the beach when I tried out Landfills at the ...
- Fri Jan 15, 2021 2:05 pm
- Forum: Pending
- Topic: [Wheybags] [linux] [0.18.10] Linux/Kubuntu the Copy Button is slightly broken with xclip
- Replies: 2
- Views: 1511
Re: [Wheybags] [linux] [0.18.10] Linux/Kubuntu the Copy Button is slightly broken with xclip
I might have confused xclip with the clipboard widget, because I do use xclip to read/write things from/into the copypaste history of the clipboard widget without actually influencing the selection of the copypaste buffer. (for script usage specifically, not actual human usage) Sorry for being absen...
- Mon Apr 20, 2020 11:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.
- Replies: 8
- Views: 4067
Re: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.
One thing I should add by now is that I had a shitload of Solar Panels/Accumulators (around 400000 of each), and while those in on themselves did not have any impact on my UPS at all (which is awesome), they did cause Biters to engage in infrequent lovely Pathfinding Lagspikes for a few thousands of...
- Sat Apr 11, 2020 11:09 pm
- Forum: Not a bug
- Topic: [0.18.10] Cheating in Tic Tac Toe with Factorio. (Upgrade Markers stay when deconstructing the to be upgraded Entity)
- Replies: 3
- Views: 995
Re: [0.18.10] Cheating in Tic Tac Toe with Factorio. (Upgrade Markers stay when deconstructing the to be upgraded Entity
Okay I have been reminded of this and been wondering, why doesn't the Deconstruction Planner remove the O's, just like it removes the Bot Delivery Markers? The Simplicity Argument was probably for the being able to have both the X and the O at the same place codewise, but not for the Decon Planner b...
- Sat Apr 11, 2020 10:54 pm
- Forum: Not a bug
- Topic: [0.17.79] I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle
- Replies: 2
- Views: 983
Re: [0.17.79] I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle
Yeah but the Train doesn't run over trees, because it is on rails, you know. This isn't real life where storms can cause Trees to fall on Tracks to be then ran over by Trains. XD And to be clear, I did NOT run over anything while this happened, I was not even in a vehicle! (when i said i never drove...
- Sun Mar 29, 2020 4:33 pm
- Forum: Not a bug
- Topic: [0.17.79] I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle
- Replies: 2
- Views: 983
[0.17.79] I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle
I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle. All I can imagine this to have happened is when Biters of all things ran over Trees and it somehow counted towards my Achievements. This is stupid hard to reproduce for me (not well versed with the E...
- Sun Mar 22, 2020 5:08 pm
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Their function is to run faster. Theoretically hazard concrete could be slower than concrete (would make sense in my eyes). Pretty sure that Suggestion already received a no, when I looked up Hazard Concrete Suggestions. Was a Suggestion of Hazard Concrete making you slower in order to "warn&q...
- Fri Mar 20, 2020 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
I have issuse with the idea, as crafting items is in my opionion one of the main features of factorio. If I can use different items without crafting them this feels worong for me. And where will you stop? Do the same with power poles, belts, assembling machines or inserters? No, I don't want this. ...
- Fri Mar 20, 2020 9:45 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
I also don't like this idea. I have no problem handling with concrete and hazard concrete. And evan if I replace the hazard concrete and there ist no fürther use for it at the moment, so what? I don't care. I store it and use it again if I need it. And most of the time I let use it by constraction ...
- Fri Mar 20, 2020 9:23 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Again I have read your Stuff and you always bashed on things that were already fixed in the discussion.Deadlock989 wrote: ↑Fri Mar 20, 2020 9:21 amTry reading the thread because you clearly haven't.GregoriusT wrote: ↑Fri Mar 20, 2020 9:20 amThen actually provide arguments why it is horrible and confusing as hell instead of just hating on it for no reason at all.
- Fri Mar 20, 2020 9:20 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Then actually provide arguments why it is horrible and confusing as hell instead of just hating on it for no reason at all. Just hating on something because it is different is one of the most arrogant things you can do, because that is also inflicting your beliefs to over 2 million people, but with ...
- Fri Mar 20, 2020 9:12 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.
Maybe you should actually read the discussion if you want to contribute to it, because you clearly did not do that. Wrong again, I've read it, ate the popcorn. Proof that you did not read it: - Let each Placer Item in your Hotbar save the Design that got last selected, so you can have multiple Conc...
- Fri Mar 20, 2020 9:07 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.
Some bugs with blueprints, it has 4 rotations for 3 tiles. https://mods.factorio.com/mod/MultiConcrete Classic. Instant example of what a broken and pointless idea this is. https://mods.factorio.com/mod/MultiConcrete/discussion/5cdeb0b1b98c6f000b30cc9d Can anyone tell me - is it 9 button presses / ...
- Fri Mar 20, 2020 7:58 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.
Let's make small power poles and medium power poles "rotations" of each other. Having only one item type for placing small, medium or big power pole entities would actually be nice to have. Other items and entities they should be able to place: - yellow/red/blue belt -> belt or undergroun...
- Thu Mar 19, 2020 12:35 pm
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.
Like TS already mentioned, rails default rotation behaviour is 45' rotation, but in blueprint rails rotate 90' like everything else. That means concrete may do the same : to have different rotation policies by itself and in blueprint. P.S. And keep your english to yourself. 1. Where are these "...
- Thu Mar 19, 2020 12:00 pm
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.
Uh no I explicitely stated that Hazard Concrete stays Hazard Concrete just like it did before but turned 90° like it also did before? Nothing changes for Blueprint Users only Tile Brush changes Rotation Behavior to change to the Design you want. How would that be actually implemented? Hazard concre...
- Thu Mar 19, 2020 11:43 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.
So you place hazard concrete under some buildings, create a blueprint of entities with tiles, then you want to use blueprint but rotated 90 degrees, and hazard concrete turns into regular one? Uh no I explicitely stated that Hazard Concrete stays Hazard Concrete just like it did before but turned 9...
- Thu Mar 19, 2020 9:07 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9808
Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
The Edit below is way better than my original Suggestion. (Let's see how many people only read the Title and freak out about how Hazard Concrete can be rotated already and how this would clash with existing Mechanics, even though this would clearly not clash) Having to craft Hazard Versions separat...