Search found 98 matches
- Mon Sep 18, 2017 11:02 pm
- Forum: Ideas and Suggestions
- Topic: Train position indicator can be kept active
- Replies: 2
- Views: 939
Re: Train position indicator can be kept active
Right now, those white boxes show up any time you're placing something near tracks. Seeing them at other times seems a bit redundant to me.
- Sun Sep 17, 2017 3:54 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25903
Re: Friday Facts #208 - Tips and tricks improvement
For the intiial loading screen, leave the tip up below the main menu.Rseding91 wrote: Our loading screen is sub 3 seconds though in 0.16 - you wouldn't be able to read anything
For loading into a game, add a "Ready" button to dismiss the tip and unpause the game.
- Fri Sep 15, 2017 8:24 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25903
Re: Friday Facts #208 - Tips and tricks improvement
I think the tips & tricks could benefit from a better browser. Right now they're all just crammed in a sequence and finding a specific one was tedious. A list or tree view beside the tips would improve it, IMO, especially if more tips & tricks get added to it. I would love to see something ...
- Thu Sep 14, 2017 7:52 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions for speeding up factorio
- Replies: 17
- Views: 5954
Re: Suggestions for speeding up factorio
Roboports consume power and when out of power disconnect from the logsitic network and will no longer dispatch robots. This may not be working exactly right. When I add a new Roboport, even before I start supplying it with power, it causes robots to be dispatched from other roboports to the territo...
- Thu Sep 14, 2017 7:43 pm
- Forum: Implemented Suggestions
- Topic: Personal solar panel research
- Replies: 5
- Views: 2461
Re: Personal solar panel research
The same thing happened to me last night with the rocket silo. Got it all up and running making rocket parts, then realized I needed solar panels and accumulators for the satellite.
It feels pretty weird when recipe dependence doesn't match research dependencies.
It feels pretty weird when recipe dependence doesn't match research dependencies.
- Wed Sep 13, 2017 9:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [for 0.16] [15.25] Steam Achievements copied from my account to another
- Replies: 11
- Views: 5063
Re: [Dominik] [for 0.16] [15.25] Steam Achievements copied from my account to another
Any idea when I'll be able to test this out on the experimental build?Dominik wrote:As you proposed, I have added a button to delete achievements into the Settings->Other menu. Useful for cases like the one described, or when you just want to have more fun getting it again.
- Tue Sep 12, 2017 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Defended Wagon or Trains
- Replies: 18
- Views: 7564
Re: Defended Wagon or Trains
That would be a good idea, a wagon to defend the train. I was thinking a way to transport the cars and tanks, and allow the player to use the weapons of those vehicles. With this we can transport vehicles and have a player controlled defenses. This feature could bring a lot of fun. I really want a ...
- Mon Sep 11, 2017 6:03 pm
- Forum: Ideas and Suggestions
- Topic: early game : tree harvester
- Replies: 8
- Views: 3405
Re: early game : tree harvester
But you need copper ore, iron ore, coal... so you have to run first between the deposit patches, and if there are woods between them, it's horrible. You get stuck again and again. The first recipe that requires coal is either hand grenades or plastic. Either way, you'll have electric mining drills ...
- Mon Sep 11, 2017 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [for 0.16] [15.25] Steam Achievements copied from my account to another
- Replies: 11
- Views: 5063
Re: [Dominik] [for 0.16] [15.25] Steam Achievements copied from my account to another
I would still prefer you prevent it from happening by linking the achievements file to the Steam account.kovarex wrote:I would make the dialog, where you have to write DELETE manually in the text box.
- Wed Sep 06, 2017 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 32735
Re: Planteable Trees
Bamboo is a grass ;-) There's no reason to believe the trees of Factorio are NOT grass, but more likely, they're nothing even remotely related to our terrestrial trees, grasses or anything else. They look like trees, so we call them trees. And we can get something like wood from them, but we don't ...
- Wed Sep 06, 2017 10:09 pm
- Forum: Ideas and Suggestions
- Topic: early game : tree harvester
- Replies: 8
- Views: 3405
Re: early game : tree harvester
Woods can be horrible at the beginning, when you still dig ore with your hands. Why would you do that? The only time I ever dug ore with my hands was when doing the Lazy Bastard achievement. In a normal start, you have enough iron plates to make two basic pickaxes. Use those to clear enough trees t...
- Wed Sep 06, 2017 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Allow interaction with UI even when paused
- Replies: 21
- Views: 6971
[Single Player] Orders on Pause
TL;DR Some actions should be allowed while the game is paused in single player. What ? While the game is paused, a limited set of actions should still be allowed. These would be actions that don't require any time for the avatar to complete, including travel time. Exception: Any action with a timer...
- Tue Sep 05, 2017 11:30 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 40764
Re: Friday Facts #206 - Workflow optimisation
Every FFF makes me more impatient for 0.16. I've seen a lot of folks asking when 0.16 will be out, but I feel like that might be the wrong question. When will 0.16 be available as an experimental version so we can start finding bugs? I mean, 0.15 was available as the experimental version from April ...
- Tue Sep 05, 2017 10:54 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 49913
Re: Friday Facts #205 - Teaching the things that everybody knows
I say: So what? Don't do that. and if you do then undo it or add more power poles. Not being able to upgrade power poles is worse than a few rare accidental downgrades. It's costly in both time and resources. Really annoying when you have strung signal wires. I absolutely agree. That's what he mend...
- Tue Sep 05, 2017 8:13 pm
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 11025
Re: Don't sound the alarm again if the biters are already dead
Unless the devs say they designed it to work differently than it does, it doesn't fit the definition of a bug. It's just counter-intuitive design. A software bug is an error, flaw, failure or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to be...
- Tue Sep 05, 2017 8:06 pm
- Forum: Ideas and Suggestions
- Topic: early game : tree harvester
- Replies: 8
- Views: 3405
Re: early game : tree harvester
If you're only interested in clearing wood for a path, not harvesting wood, grenades are a great tool. I had to do a lot of it in my current run.
Grenades are available sooner than the car (typically) and even at the base damage level, 2 will clear a nice wide space.
Grenades are available sooner than the car (typically) and even at the base damage level, 2 will clear a nice wide space.
- Tue Sep 05, 2017 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 32735
Re: Planteable Trees
If this isn't a duplicate, I'd be amazed. It seems like an obvious feature to ask for. Not necessarily one to implement, since it's a huge game balance issue. Some trees can get pretty big in one year. Bamboo is even faster than that. No idea what kind of trees might grow on an alien planet, but ass...
- Fri Sep 01, 2017 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Spawners to become burrows
- Replies: 2
- Views: 1077
Re: Spawners to become burrows
Seems like you're missing a lot of information. What's a "burrow"?
Maybe try using the template here: viewtopic.php?f=6&t=47316
Maybe try using the template here: viewtopic.php?f=6&t=47316
- Fri Sep 01, 2017 4:57 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 49913
Re: Friday Facts #205 - Teaching the things that everybody knows
I'm pretty sure that depends on what you mean by bidirectional. If you have a red underground belt, you can downgrade it to yellow, even if that breaks the belt because of length. (Done that one more than a few times!)pleegwat wrote:And underground belt upgrades aren't bidirectional either.
- Fri Sep 01, 2017 4:44 pm
- Forum: General discussion
- Topic: Few questions, both tecnical and about creating a mod
- Replies: 12
- Views: 3638
Re: Few questions, both tecnical and about creating a mod
I have few questions because I'm working on a megabase and I want to know exactly what to do. A nuclear reactor how many heat exchanger can feed at max? It varies! https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ And the steam can be stored in storage tanks? Yes! And it's incredibl...