It fails while going over other belts that are turning making it a bit unpredictable.
Example in attached file.
Search found 239 matches
- Sat Jan 16, 2021 7:54 pm
- Forum: Duplicates
- Topic: [1.1.12] Auto underground failure
- Replies: 1
- Views: 1096
- Fri Jan 15, 2021 1:52 pm
- Forum: Duplicates
- Topic: [1.1.11] Placing ghosts with shift not working
- Replies: 1
- Views: 838
[1.1.11] Placing ghosts with shift not working
You can no longer place ghosts in radar range unless you use ctrl+c or blueprint. Not so long ago you were able to take an item from your toolbelt and plan anything you want as long as it was in player or radar view, but now you are limited to player range of few tiles, just like with normal entity ...
- Fri Jan 15, 2021 1:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.11] Drag placing adds unexpected undergrounds without any obstacles
- Replies: 6
- Views: 2257
Re: [1.1.11] Drag placing adds unexpected undergrounds without any obstacles
It may not be a bug. Maybe when you threw the mouse it bumped the keyboard or monitor and some buttons were presses.
Take good care of your mouse and it will take care of you
Take good care of your mouse and it will take care of you
- Thu Jan 07, 2021 1:00 pm
- Forum: Releases
- Topic: Version 1.1.7
- Replies: 25
- Views: 19515
Re: Version 1.1.7
Does it mean it will be even harder now to tell if the wire is real or not?Changed wire drawing to always have the same opacity regardless of ghost/electric poles being connected.
- Sun Dec 06, 2020 9:18 pm
- Forum: Ideas and Suggestions
- Topic: Force Flip bindings
- Replies: 4
- Views: 1861
Force Flip bindings
Please add:
Shift F
Shift G
bindings that flip blueprints despite the warning message.
There are many chemical setups that do not break after flipping.
Usually it is faster to flip refineries blueprint and fix piping than make it anew.
Shift F
Shift G
bindings that flip blueprints despite the warning message.
There are many chemical setups that do not break after flipping.
Usually it is faster to flip refineries blueprint and fix piping than make it anew.
- Sun Nov 22, 2020 7:07 pm
- Forum: General discussion
- Topic: The new belt locking QOL function?
- Replies: 0
- Views: 1033
The new belt locking QOL function?
It looks really nice from what is shown. I'm curious if it will be even more awesome and it will allow to build wider belt lanes in a single run. Will you be able to move your cursor sideways in respect to belt direction right after the first segment is placed to determine how many lanes you want to...
- Fri Nov 13, 2020 12:52 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 100161
Re: Friday Facts #363 - 1.1 is getting close
Extrapolating bug graph to find if the game can be released in one week does not seem right to me. I would have just asked the team what they think.
I like the old lighting of Centrifuges, Reactors and Circuit connection boxes more than the new ones that do not have any light.
I like the old lighting of Centrifuges, Reactors and Circuit connection boxes more than the new ones that do not have any light.
- Fri Oct 30, 2020 4:40 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 80007
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
One Friday I had forgot to check for any news on Factorio website I got a notification e-mail. Just splendid
- Wed Oct 28, 2020 9:24 am
- Forum: Ideas and Suggestions
- Topic: Status of personal logistic switch visible and taggable on respawn countdown window.
- Replies: 2
- Views: 884
Status of personal logistic switch visible and taggable on respawn countdown window.
When you die you often have to turn off your logistic request slots to stop bots rushing to fill your empty inventory. It would be very convenient to be reminded of the status of the personal logistic toggle on respawn countdown window. If it does not match the situation you can simply switch it on ...
- Wed Sep 23, 2020 1:52 pm
- Forum: Not a bug
- Topic: [1.0.0] Something wrong with evolution progression.
- Replies: 4
- Views: 1168
Re: [1.0.0] Something wrong with evolution progression.
That explains things. Does that include pollution and destroy factors? This is how it is said on wiki and what made me calculate wrong: The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying enemy spawners in the beginning of the game results in increas...
- Wed Sep 23, 2020 9:09 am
- Forum: Not a bug
- Topic: [1.0.0] Something wrong with evolution progression.
- Replies: 4
- Views: 1168
[1.0.0] Something wrong with evolution progression.
After looking into how the evolution progresses something seemed wrong. All below checked and calculated for time evolution set to 200 and all other to 0. From what I have read on the Factorio wiki, every second evolution factor is increased by time_factor divided by progression factor ( 1 - enemy_e...
- Sat Sep 05, 2020 10:12 am
- Forum: Not a bug
- Topic: [1.0] Logistic system icon wrong
- Replies: 2
- Views: 886
- Sat Sep 05, 2020 9:55 am
- Forum: Not a bug
- Topic: [1.0] Logistic system icon wrong
- Replies: 2
- Views: 886
[1.0] Logistic system icon wrong
There is an arrow showing that transfer of items is possible from a buffer chest to a requester chest. This arrow should be gone. In addition to make the icon more accurate, there can be a small construction drone and engineer in the middle with small black arrows pointing to them from storage, acti...
- Sat Sep 05, 2020 9:05 am
- Forum: Ideas and Suggestions
- Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
- Replies: 48
- Views: 19300
Blueprint content request.
TL;DR Some way to place a blueprint in requester chest that will cause for bots to bring all the content required to create the blueprint. What ? If blueprint is placed in requester slot (chests and maybe even personal request slots) bots will make sure there is enough items in the inventory to cre...
- Sat Sep 05, 2020 8:55 am
- Forum: Ideas and Suggestions
- Topic: Lower Min Requested Amount as items get used switch
- Replies: 1
- Views: 582
Lower Min Requested Amount as items get used switch
TL;DR A switch, just like "Auto trash and personal logistic" on/off, that, if activated would automatically lower item's "Minimum requested amount" as it gets used. What ? It would need to lower the amount in cases of manual building, personal construction bot building, chest/ma...
- Tue Aug 25, 2020 10:30 pm
- Forum: Gameplay Help
- Topic: Am I missing something in blueprint library?
- Replies: 1
- Views: 739
Am I missing something in blueprint library?
I have just created blueprint book called 1.0 and began work on it. It is very far away in the last slot but 1 should definatelly be before most of my books. I have tried to move the book manually to the front but it just grabs the book that was in the first place. Do I really need to click over 100...
- Thu Aug 20, 2020 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Setting to change how fast resource size increase with distance.
- Replies: 3
- Views: 828
Re: Setting to change how fast resource size increase with distance.
Probably allowing us to change "double_density_distance" would be enough if it affect oil as well.
However it will be linear increase and may still be out of hand easily. The best may be some sort of square root or logarithmic increases if it will be possible.
However it will be linear increase and may still be out of hand easily. The best may be some sort of square root or logarithmic increases if it will be possible.
- Thu Aug 20, 2020 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Setting to change how fast resource size increase with distance.
- Replies: 3
- Views: 828
Setting to change how fast resource size increase with distance.
TL;DR I would love to see some slider that will allow for a lot less generous resource patches as I get further from base. What ? As it is now, resources are getting ridiculously abundant not even so far from base. Please add some additional settings when we generate worlds: 1 - Distance resource m...
- Fri Aug 14, 2020 12:49 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 105831
Re: Friday Facts #360 - 1.0 is here!
Thanks! Great job with the Spidertron surprise
It was my best early access game experience so far, I can't wait to see what is coming up next. Expansion or another project is something worth waiting for.
It was my best early access game experience so far, I can't wait to see what is coming up next. Expansion or another project is something worth waiting for.
- Fri Aug 07, 2020 3:06 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 105374
Re: Friday Facts #359 - Crash site: The beginning
the new graphics look really nice. However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct. This must be intentional Easter Egg. It signifies that when you research logistic 1, you...