Search found 12 matches
- Fri Nov 13, 2020 12:12 pm
- Forum: Implemented Suggestions
- Topic: Show power armour in the bottom right when riding a spridertron.
- Replies: 3
- Views: 1385
Show power armour in the bottom right when riding a spridertron.
Currently when inside a spidertron, the power armour icon in the bottom right is replaced with the spidertron. I would like both suits to be available there, next to each other with separate battery indicators. Right clicking either should open its inventory grid, just like the power armour works cu...
- Sun Jan 14, 2018 11:04 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 425763
Re: Friday Facts #225 - Bots versus belts (part 2)
I agree that bots should be nerfed. I love the design puzzle of using belts for fully beaconed setups, especially for complex end game designs. Using bots solves that puzzle instantly and makes the game so easy it almost feels like cheating. For me, logistic bots shines in two scenarios: 1) uneven l...
- Tue Oct 20, 2015 11:12 am
- Forum: Not a bug
- Topic: [0.12.11] mod recipes is not unlocked for old saves
- Replies: 1
- Views: 3690
[0.12.11] mod recipes is not unlocked for old saves
If a mod adds a recipe that is unlocked by a research, and that research is already researched when you add the mod, the recipe won't be unlocked. Suggested fix: whenever you load a new mod in an existing save, go through all researched tech and re-unlock all recipes. If that is already possible in ...
- Tue Oct 20, 2015 11:06 am
- Forum: Mods
- Topic: [Mod 0.12.12] Fast Long Inserter
- Replies: 3
- Views: 10471
Re: [Mod 0.12.10] Fast Long Inserter
the game doesn't acknowledge if you add this mod after you have done the logistics research. That actually sounds like a bug in the base game. I'm not sure if I can do anything to fix this except exactly what you did: put the new item under an entirely new research. I'm not going to update it for n...
- Tue Oct 20, 2015 10:48 am
- Forum: Mods
- Topic: [MOD 0.12.11] Tanks
- Replies: 4
- Views: 14242
[MOD 0.12.11] Tanks
Taking over from KON_Air since he seems to have abandoned the mod. Original thread here: https://forums.factorio.com/forum/viewtopic.php?f=87&t=12810 Updated by /u/kickbuttpwnr on reddit. He doesn't have an account on here so I'm posting for him. Reddit thread here: https://www.reddit.com/r/fact...
- Mon Oct 19, 2015 10:42 am
- Forum: Mods
- Topic: [0.11.2+] Tanks! 0.0.9
- Replies: 14
- Views: 37468
Re: [0.11.2+] Tanks! 0.0.9
/u/kickbuttpwnr on reddit just updated the mod to factorio version 0.12.11!
Reddit thread: https://www.reddit.com/r/factorio/comme ... ing_a_mod/
Updated version:
Reddit thread: https://www.reddit.com/r/factorio/comme ... ing_a_mod/
Updated version:
- Fri Oct 09, 2015 3:52 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 222477
Re: Support - Uranium Power
First, sorry about posting in the wrong thread. I am using 0.12.10 with the download Factorio 0.12.x - Current version: 0.6.2. I have quite a few other mods, but tried disabling them all and got the same error (even after restarting the game). The control.lua referenced in the error is this one: con...
- Fri Oct 09, 2015 5:27 am
- Forum: Mods
- Topic: [Mod 0.12.12] Fast Long Inserter
- Replies: 3
- Views: 10471
[Mod 0.12.12] Fast Long Inserter
Type: Mod Name: Fast Long Inserter Version: 0.0.1 Description: Adds a fast long inserter that is unlocked with Logistics 2. License: doesn't matter Release:2015-10-09 Tested-With-Factorio-Version: 0.12.12 Category: Item Tags: fast, long, inserter, logistics Latest Release: Fast_Long_Inserter_0.0.2.z...
- Fri Oct 09, 2015 5:01 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 222477
Re: Uranium Power
When trying to load the provided example build save for 12.x, I get the following error: Notice Error while running the event handler: [path]/Factorio/temp/currently-playing/control.lua:104: attempt to call global 'story-update' (a nil value) When I try to load the savegame used in the tutorial, I g...
- Fri Oct 09, 2015 4:41 am
- Forum: Mods
- Topic: [MOD 0.12.21] Wind Turbine
- Replies: 32
- Views: 64368
Re: [MOD 0.12.x] Wind Turbine
I don't see how this is an issue, a build totally 3 assembling machines is hardly a stretch considering the game is about automation, even steam engines would require as many. I mean, if it's meant to be an early game building then you have to be able to mass produce it easily. Very few early game ...
- Thu Oct 08, 2015 6:37 pm
- Forum: Mods
- Topic: [MOD 0.12.21] Wind Turbine
- Replies: 32
- Views: 64368
Re: [MOD 0.12.x] Wind Turbine
I made a new save and tried to get to solar power using only wind turbines for power. Expanding the factory is a pain. You need 3 assembly machines (one of which tier 2) to make wind turbines so I couldn't be bothered setting that up and ended up crafting about 300 turbines by hand. I would really l...
- Sun Oct 04, 2015 2:21 am
- Forum: Mods
- Topic: [MOD 0.12.21] Wind Turbine
- Replies: 32
- Views: 64368
Re: [MOD 0.12.x] Wind Turbine
I really like the concept so I tried this mod out. These are my thoughts: 1) The wind turbines are super unreliable. They are not viable to power anything until you get accumulators and even then you might go days without power. This is a big problem. 2) In the early game they cost way too much to b...