Search found 10 matches
- Sun Nov 12, 2023 6:29 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45651
Re: Friday Facts #384 - Combinators 2.0
It's probably been said already but the biggest thing for me with circuit networks is not being able to see the contents of a very large network. If you have too many signals, mousing over a power pole or something similar will display some of the network, but the rest of it will continue off scree...
- Mon Oct 02, 2023 10:53 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78416
Re: Friday Facts #378 - Trains on another level
Thanks for that feature, being able to build over water will be so useful, I will test it as soon as I can
- Fri Aug 25, 2023 11:55 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70404
Re: Friday Facts #373 - Factorio: Space Age
It’s so cool that Earendel works on it too, I’m so hyped!
- Fri Feb 25, 2022 8:27 am
- Forum: Technical Help
- Topic: CNAME auth.factorio.com gives a A from shared address space (RFC6598)
- Replies: 3
- Views: 1087
Re: CNAME auth.factorio.com gives a A from shared address space (RFC6598)
Thanks for the confirmation
- Thu Feb 24, 2022 5:20 pm
- Forum: Technical Help
- Topic: CNAME auth.factorio.com gives a A from shared address space (RFC6598)
- Replies: 3
- Views: 1087
CNAME auth.factorio.com gives a A from shared address space (RFC6598)
Hello, While trying to connect, the game says that it can’t connect to auth.factorio.com. If I mtr, the trace ends at the edge of my network. Which, given the IP address, is to be expected, it’s not a public address! ~ % dig -t A auth.factorio.com ; <<>> DiG 9.16.22 <<>> -t A auth.factorio.com ;; gl...
- Fri May 07, 2021 6:04 pm
- Forum: General discussion
- Topic: Alt-F4 #34 - How Did We Get Here?
- Replies: 4
- Views: 4159
Re: Alt-F4 #34 - How Did We Get Here?
I think that the game “Soviet republic (workers and resources)” has been largely inspired by factorio as you have a belt system to transport stuff, some trains with signals and you also have to transport stuff from one factory to another to transform your resources into something usable.
- Sat Oct 24, 2020 7:08 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 83071
Re: Friday Facts #361 - Train stop limit, Tips and tricks
their screenshots show them combining the output of a line of boilers and sending that output to a line of engines. I'm not quite sure when it would be a good time to have players dip their toe into the depth that is pipe throughput limits I think that a tip/tuto about the pipes throughput limits. ...
- Thu Oct 22, 2020 6:59 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 83071
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Idea for a tip: This is a problem that I had, and saw it in a few streamers that were new to the game — new players don't even consider that it's possible to put productivity modules into labs, or even science packs recipe; even if they are already using them for blue circuits. Indeed, I never thou...
- Wed Oct 21, 2020 8:33 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 83071
Re: Friday Facts #361 - Train stop limit, Tips and tricks
I think that basic shortcuts for “monitoring” GUIs would be nice to have in the tips, like l gives logistic status, p the balance between consumption and production, clicking on a pole give power graphs, etc.
- Tue Jun 09, 2020 7:24 am
- Forum: Ideas and Suggestions
- Topic: Split the hover locomotive menu when it’s bigger than the screen.
- Replies: 1
- Views: 620
Split the hover locomotive menu when it’s bigger than the screen.
Hi, TL;DR If the screen is too small, part of the menu will be outside and the info on it will be unreadable and useless. What ? I’m suggesting that the menu auto-split with a second column or that we could be able to scroll. https://pix.milkywan.fr/aay2iRBf.png The solution proposed by the mod More...