Search found 11 matches
- Mon May 10, 2021 6:14 pm
- Forum: Ideas and Suggestions
- Topic: Improving GUI
- Replies: 0
- Views: 462
Improving GUI
Hello, there some minor issues with GUI. The circuit network connected nodes shows the network ID, but combinators, electric poles and maybe others do not show it. The number is very effective when debugging. When I open a station window from a message, I cannot "go there", I need to find ...
- Sun May 02, 2021 5:20 pm
- Forum: Pending
- Topic: [1.1.32] Updating blueprint with station name
- Replies: 3
- Views: 1129
Re: [1.1.32] Updating blueprint with station name
So it can be server dependant? I will try. Thx.
- Sat May 01, 2021 12:41 am
- Forum: Pending
- Topic: [1.1.32] Updating blueprint with station name
- Replies: 3
- Views: 1129
[1.1.32] Updating blueprint with station name
In multiplayer game (in singleplayer not tested) when updating a BP with stations using the "Select new content for blueprint" button and then selecting a block with that station again, a space character appears on the end of the station name. So the result is the station name is not the s...
- Mon Feb 08, 2021 10:28 pm
- Forum: Technical Help
- Topic: Reinatall Factorio with steam?
- Replies: 3
- Views: 1196
Reinatall Factorio with steam?
Hello, I bought Factorio directly from Factorio pages in August 2020. Later I installed Steam. I now want to have Factorio via Steam because I want to use the Steam features like Cloud savegame store (and play on multiple computers). Steam tells me I need to install Factorio again (and consume 1.6 G...
- Fri Feb 05, 2021 12:26 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 166153
Re: Friday Facts #365 - Future plans
On thing in summary is missing: scorpio Neobuthus factorio was named after the game.
- Sun Nov 22, 2020 10:05 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 295004
Re: [MOD 1.0] Xander Mod v3.5.3
Hello, I play this mod. I found that chemistry industry is very complex and it is quite similar to the real processes. On difference from vanila, you often have some waste which must be treated. One way is a dump, but many of the products are flamables: Carbon monoxid, hydrogen, ethylen etc. which c...
- Tue Jul 14, 2020 12:39 pm
- Forum: Questions, reviews and ratings
- Topic: Mod to automatically remove bases in nearby chunks?
- Replies: 2
- Views: 1220
Re: Mod to automatically remove bases in nearby chunks?
As of 0.17 there is automatic artillery device in vanilla game, which automatically destroy bases in a specific range. However to reach the artillery tech is quite late game.
- Mon Jun 29, 2020 10:53 am
- Forum: Ideas and Suggestions
- Topic: Some new signals
- Replies: 11
- Views: 3411
Re: Some new signals
Guys, thanks for nice discussion. I have seen some videos, how to make tickers, NAND and SR circuits with logic circuits in Factorio. I dont know much about it, actualy I know we learned at school about it and these are logic base for every electronic digital computer (non-quantum). I could count ti...
- Fri Jun 26, 2020 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Some new signals
- Replies: 11
- Views: 3411
- Thu Jun 25, 2020 8:56 am
- Forum: Ideas and Suggestions
- Topic: Some new signals
- Replies: 11
- Views: 3411
Re: Some new signals
I can actualy measure the current power of solar plant and then control the other devices, but I think that reading day/night status would be "cleaner". And making isolated electricity networks is annoying anyway.
- Wed Jun 24, 2020 2:27 pm
- Forum: Ideas and Suggestions
- Topic: Some new signals
- Replies: 11
- Views: 3411
Some new signals
Hello, There would be good to add some more signals to the logistic network: Day/night: I noticed that lamps switch on and off depending on day/night condition. But I would like to switch off other things by a day/night condition. Lets say I am in a later early game, I have solar panels but not accu...