Search found 10 matches

by alarig
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...
by alarig
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 :)
by alarig
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!
by alarig
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...
by alarig
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.
by alarig
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. ...
by alarig
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...
by alarig
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.
by alarig
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...

Go to advanced search