It was always regarded as a pretty serious issue, but was left like this due to complications. It's already fixed in the next GUI update I'm working on.
It was always regarded as a pretty serious issue, but was left like this due to complications. It's already fixed in the next GUI update I'm working on.
Nothing in Factorio has changed related to the RGB integration.
I would recommend trying to update the GHUB software, and doing a full system restart.
Also anecdote, but I had a lot of hassle with GHUB in the past, I would guess it is something in their software that has become corrupted.
Your client is running at 60UPS, but the server isn't.
A 2.6 GHz Xeon with 1600Mhz memory is not very well suited to running Factorio, you would be better with a lower core count processor with higher clocks (like your home PC).
I really think everybody has heard all about this and nothing else over the last few weeks, but yes, the Coronavirus.
For now, with Factorio, everything seems okay. We are all working from home, the team is still going, and so far we are following our plan quite well. We released the Character GUI and Statistics GUI last week, and some improvements such as new water splashes and leaf animations this week. Things are still moving along.
However it is still early days, we haven't really had any experience having the whole team work remotely, so there may be some challenges we need to tackle as time goes on. At the moment we don't know whether this will affect our 1.0 release date, I guess it will one way or the other, but for now we aren't announcing any changes.
Apart from the development side still running, our e-shop is also remaining operational, and we have just restocked on all ...
Read moreHmm, something like:
/c global.pvp.config.game_config.neutral_chests = true
It won't affect any old chests, only newly placed chests.
Here is another command to try to set the chests to the right force (it will set to the force of the last player who interacted with it):
/c for k, chest in pairs (game.player.surface.find_entities_filtered{type = "container"}) do if chest.last_user then chest.force = chest.last_user.force end end
The beacon is one of the last entities left to convert to HR. As always, before 'just re-rendering' we take the chance to re-think the concept and modernize it. This post will try to go a bit deeper in the process of redesigning such an entity.
At the beginning of the project, the style of the game was less or more clear: nothing looks brand new. Everything looks dirty and DIY. The machines need to be full of details, if possible trying to explain its mechanics. The colors are provided by the raw materials. The bounding box is everything. And some other rules that I don't even remember now.
The main handicap at that time was that we didn't have the experience of how the average player is composing the factories. So we produce a nice looking model but once it is placed in the factory, it doesn't look that nice due to the lack of context.
Is there any way to request blueprint items or books with logistic requests? If I send a blueprint to trash, getting it back is pretty hard.
They are normal items, you can request them in the normal way
This makes obsolete one of my favorite old posts from this subreddit:
Roses are red, violets are blue
Character logistics trash slots 2
Hah, that was one of my favorite posts also.
Could we also get keyboard shortcut settings for the individual panes of the new character gui? Maybe shift-c and shift-l?
That's implemented. They are F1 F2 F3 by default
but it's made this way to solve the problem of robots bringing you items before you finished setting up your request.
Finally! That has always been a nuisance for me.
Why did you remove all the personal logistics upgrade techs, though?
Since we merge logistic requests with auto trash, and auto trash was infinite, we didn't want to nerf auto trash slots to be limited.
Also we felt like a limited number of requests slots was not a very meaningful limitation. I always used the grid to keep my requests organised by leaving empty spaces, but I was always forced to fill those empty spaces due to limited number of request slots.
A couple questions:
will there be a quick action button to turn on and off logistics? (like roboport and legs have)
Using inventory/stack transfers in the player inventory will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
If I have the crafting tab open, and you ctrl or shift click items in your inventory (right now it trashes them) what would happen? Nothing?