Search found 14 matches
- Tue Nov 05, 2024 10:57 pm
- Forum: Not a bug
- Topic: [2.0.14] I am able to create infinitely long elevated rail segment with only 2 segments in Editor
- Replies: 2
- Views: 546
- Tue Nov 05, 2024 10:54 pm
- Forum: Not a bug
- Topic: [2.0.14] I am able to create infinitely long elevated rail segment with only 2 segments in Editor
- Replies: 2
- Views: 546
[2.0.14] I am able to create infinitely long elevated rail segment with only 2 segments in Editor
https://i.ibb.co/y0LXWXL/Screenshot-2024-11-05-at-22-46-45.png
What did you do?
- On Fulgora, with /editor
- I created an elevated rail segment with 2 ramps
- CTRL-X to cut the second ramp
- CTRL-Y to paste it a bit further from the first
- Use auto-rail placer tool to extend the hanging rail to ...
What did you do?
- On Fulgora, with /editor
- I created an elevated rail segment with 2 ramps
- CTRL-X to cut the second ramp
- CTRL-Y to paste it a bit further from the first
- Use auto-rail placer tool to extend the hanging rail to ...
- Fri Apr 12, 2024 2:29 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 52861
Re: Friday Facts #406 - Space Age Music
I did not read the whole thread out of excitement so sorry if this is a repeat.
Can the sheet music be made available even if as a purchase-able option?
Musicians among us would love to play some Factorio music or do some covers!
Can the sheet music be made available even if as a purchase-able option?
Musicians among us would love to play some Factorio music or do some covers!
- Fri Oct 13, 2023 2:37 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 62716
Re: Friday Facts #380 - Remote view
Ghosts are looking much better now! I would not consider remotely building a piece of factory with ghosts but I can see I'll do it all the time now.
One suggestion: With the ghost looking so slick now, the deconstruction mark "X" now feels outdated. Could entities marked for deconstruction be ...
One suggestion: With the ghost looking so slick now, the deconstruction mark "X" now feels outdated. Could entities marked for deconstruction be ...
- Sat Sep 16, 2023 3:11 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 120410
Re: Friday Facts #376 - Research and Technology
Do we have enough clarity on if we will need or want high quality items in science production, or if we will only use them in the ‘mall’ factory?
Or to put differently, will there be something like a higher quality science pack or a higher quality science pack ingredient (or ingredient of an ...
Or to put differently, will there be something like a higher quality science pack or a higher quality science pack ingredient (or ingredient of an ...
- Wed Aug 30, 2023 10:37 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 136547
Re: Friday Facts #373 - Factorio: Space Age
No by-products or waste products.
One small example but uranium processing generates U-238 that we have to deal with.
I think there are plenty of by-products, waste products and ways to deal with waste that some mods add.
No pressure losses in the pipes
There is pressure loss in the pipes ...
- Sun Aug 27, 2023 11:37 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 136547
Re: Friday Facts #373 - Factorio: Space Age
This post is probably going to make everyone hate me, but...
Factorio in general seems to be stuck in this weird contradictory middle-point between automation/puzzle game and tower defence game. The long, slow factory building gameplay somewhat contradicts with the need to constantly defend ...
- Sat Aug 26, 2023 8:33 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 136547
Re: Friday Facts #373 - Factorio: Space Age
I do not have a strong opinion on cliff explosives but I think delaying spidertron and artillery makes sense.
They are overpowering tools that nothing in the game can match. They make sense as end game tools but I think we should have content-appropriate tools until the end game.
Also, after ...
They are overpowering tools that nothing in the game can match. They make sense as end game tools but I think we should have content-appropriate tools until the end game.
Also, after ...
- Fri Aug 25, 2023 4:26 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 136547
Re: Friday Facts #373 - Factorio: Space Age
Excellent news!
As my 2 cents, I do hope that Space Age addresses the biggest 2 things I do not like in Vanilla (do not get me wrong, Factorio is by far the best game I’ve played):
1. There’s no point in building a megabase other than achieving bigger numbers. I wish there was a small bit of ...
As my 2 cents, I do hope that Space Age addresses the biggest 2 things I do not like in Vanilla (do not get me wrong, Factorio is by far the best game I’ve played):
1. There’s no point in building a megabase other than achieving bigger numbers. I wish there was a small bit of ...
- Mon Jan 11, 2021 10:53 pm
- Forum: Pending
- Topic: [kovarex] [1.1.8] Crash (ElectricSubNetwork::removeConnectedEntityID)
- Replies: 2
- Views: 1184
[kovarex] [1.1.8] Crash (ElectricSubNetwork::removeConnectedEntityID)
Hi, the game crashed while I was building smelters with personal robots in a spidertron. No mods, no blueprints. Attached, you can find logs and some other files in the same folder. Hope they help.
- Mon May 25, 2020 8:33 pm
- Forum: Not a bug
- Topic: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
- Replies: 6
- Views: 1979
Re: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
Deleting it from the entities editor indeed removes it. Thanks!
- Mon May 25, 2020 8:09 pm
- Forum: Not a bug
- Topic: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
- Replies: 6
- Views: 1979
Re: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
As additional info, all other entities can be picked up by mining them except the Electricity generator. This has always been the case so I've been assuming it was by design. As of this version, I'm no longer able to remove this entity in any way.
I'm sorry if I'm not using the right terminology. I ...
I'm sorry if I'm not using the right terminology. I ...
- Mon May 25, 2020 8:02 pm
- Forum: Not a bug
- Topic: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
- Replies: 6
- Views: 1979
Re: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
What is an "Electricity generator" and what is "not remove it from the ground" supposed to mean?
The "Electricity generator" is an entity that is only available in the map editor. It has this description:
"A segment of the crashed ship containing a reactor. It is still functional but ...
- Mon May 25, 2020 7:27 pm
- Forum: Not a bug
- Topic: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
- Replies: 6
- Views: 1979
[0.18.26] Cutting "Electricity generator" does not remove it from the ground
Steps to reproduce:
1. Open map editor
2. Place an Electricity generator
3. Place CTRL + X and cut the generator
What is expected:
- The Electricity generator is removed
What happens instead:
- The Electricity generator remains on the ground
Build 51686
win64
steam
1. Open map editor
2. Place an Electricity generator
3. Place CTRL + X and cut the generator
What is expected:
- The Electricity generator is removed
What happens instead:
- The Electricity generator remains on the ground
Build 51686
win64
steam