Search found 169 matches
- Mon Jun 13, 2022 3:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Rubber-banding camera
- Replies: 7
- Views: 242
Re: Rubber-banding camera
If your issue is connected with picking up things, may be a mod that increases the reach to always get things picked up (or placed) could help somehow. Far reach is such a mod.
- Sun Jun 12, 2022 6:49 pm
- Forum: Ideas and Requests For Mods
- Topic: Rubber-banding camera
- Replies: 7
- Views: 242
Re: Rubber-banding camera
This request is interesting, because it shows how different people get/perceive motion sickness in a game. I also suffer severely from motion sickness in games, but Factorio isn't getting me any - not the slightest. For me the solid, linear, predictable, stable camera movement is the most comfortabl...
- Wed Jun 08, 2022 8:17 pm
- Forum: Technical Help
- Topic: can not connect to my own dedicated server on my network
- Replies: 4
- Views: 287
Re: can not connect to my own dedicated server on my network
It means: If you run the Factorio server under Windows, check the Windows firewall and allow incoming traffic for the Factorio server. Windows has 3 rulesets for the firewall: one for private network, one for public network and one for corporate (domain) network. Each network adapter is assigned to ...
- Sat Jun 04, 2022 11:57 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 195
- Views: 51609
Re: Friday Facts #367 - Expansion news
I see in this art a self moving floating brain. May be the brain of a new breed of biters, spitters and worms that might act a bit more intelligent and not so zerg-like. Or it's simply the boss of the zerg. I'll call it "The Boss" from now on. Its main body is a brain, the small tentacles ...
- Wed Jun 01, 2022 9:45 am
- Forum: Gameplay Help
- Topic: Heat / energy relation
- Replies: 7
- Views: 324
Re: Heat / energy relation
You can change this. Go to the Settings tab of the map editor and change Settings->Interaction->Fill electric buffers when building entities.FuryoftheStars wrote: ↑Wed Jun 01, 2022 1:06 amAlso, a bit infuriating, using the map editor to place accumulators, they are placed with 5 MJ of energy already stored in them.
- Wed Jun 01, 2022 9:15 am
- Forum: Gameplay Help
- Topic: Time comparison between clocks
- Replies: 7
- Views: 307
Re: Time comparison between clocks
I'd like to repeat the /editor tip. If you enter /editor into the chat, you're toggling map editor mode, and in map editor mode it's possible to completely halt tick processing and process single ticks with a hotkey. (map editor mode disables achievements for the current save, so if you don't want t...
- Tue May 31, 2022 11:46 pm
- Forum: Gameplay Help
- Topic: Time comparison between clocks
- Replies: 7
- Views: 307
Re: Time comparison between clocks
I’m trying to figure out what is actually taking a tick of time in the clock. There is a delay (latency) of 1 tick between the input and the output of a combinator. If there is some input at a combinator, the result at the output is created 1 tick later. The processing of the condition or arithmeti...
- Sat May 28, 2022 9:56 pm
- Forum: Gameplay Help
- Topic: Way to stop trains from stopping when stations goes disabled
- Replies: 10
- Views: 626
Re: Way to stop trains from stopping when stations goes disabled
You actually need one Arithmethic combinator and one Constant combinator for the unloading station. In the constant combinator, you save the negative value of station capacity and feed this and the wire from the chests to the input of the Arithmetic combinator, so you get the negative of the free sp...
- Sat May 28, 2022 11:44 am
- Forum: Gameplay Help
- Topic: Way to stop trains from stopping when stations goes disabled
- Replies: 10
- Views: 626
Re: Way to stop trains from stopping when stations goes disabled
With a small bit of circuitry (1 combinator per station), you can proactively set the train limit of a station exactly to the amount of trains this station is able to load or unload. And never need to enable/disable with its interesting side effects. How it works: You know the station capacity and t...
- Wed May 04, 2022 5:25 pm
- Forum: Ideas and Suggestions
- Topic: CloudSync blueprint ON by default
- Replies: 20
- Views: 561
Re: CloudSync blueprint ON by default
External backup is a bit off topic, so I keep it short: You get 128 GB USB sticks for 10-15 EUR. Plug one in, use the built in Windows File History to configure directories to backup (there are defaults; add c:\users\<username>\appdata\roaming\Factorio for Factorio), configure hourly or bi-hourly ba...
- Tue May 03, 2022 3:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.58] Blueprints shotcuts on toolbar dont work when they are inside blueprint book
- Replies: 7
- Views: 1772
Re: [1.1.58] Blueprints shotcuts on toolbar dont work when they are inside blueprint book
I prefer to have the feature to link to a blueprint inside a book in the quickbar. It's an important function - it's exactly what I assume what the quickbar is for: to have quick access to some frequently used thing, wherever it is stored. A blueprint might technically be an item, but from the playe...
- Tue May 03, 2022 3:20 pm
- Forum: Ideas and Suggestions
- Topic: CloudSync blueprint ON by default
- Replies: 20
- Views: 561
Re: CloudSync blueprint ON by default
I remember that if Steam isn't able to cloud sync at game start, it gives a warning that ingame saves and sync items may be missing and could be lost. It gives the player the option to continue loading anyway (items might get lost) or abort loading or wait for sync completion. This happened to me ju...
- Wed Apr 27, 2022 11:56 pm
- Forum: Technical Help
- Topic: Setting Up The Middle Mouse Button For QuickBar Usage
- Replies: 1
- Views: 132
Re: Setting Up The Middle Mouse Button For QuickBar Usage
As default, pressing the mouse wheel is the middle mouse button. Not rotating or tilting, just pressing it down results in "Middle mouse button" in Factorio or "Mouse button 3". If your mouse software hijacked "Mouse button 3" for pressing the mouse wheel, reset it and ...
- Tue Apr 19, 2022 12:46 pm
- Forum: Gameplay Help
- Topic: train signaling
- Replies: 1
- Views: 258
Re: train signaling
The railway works with the concept of blocks. One block is a rail track delimited by signals. Only one train can occupy one block. As long there is one train in a block, no other train will enter it. From the screenshots, it appears the station is on a somewhat large block that is started by the fro...
- Mon Apr 18, 2022 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 783
Re: Do not change "ALT mode" when pressing ALT+TAB
Being encouraged by this thread, I tried to find a way to reproduce. Usually, ALT-mode isn't toggled. But one out of perhaps 5 tries, ALT-Tabbing out of Factorio toggles ALT-mode within Factorio. It only toggles ALT-Tabbing out of Factorio, never into Factorio. It seems ALT-mode is toggled the momen...
- Mon Apr 18, 2022 6:57 pm
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 783
Re: Do not change "ALT mode" when pressing ALT+TAB
I'm on Windows 10, and it also happens for me that ALT-Tabbing out of Factorio toggles ALT-mode within Factorio. I have to activate it again after I switch back to Factorio. It is an annoyance I never thought more about it, and this thread made me realize there's an easy workaround. So I changed the...
- Thu Apr 14, 2022 4:16 pm
- Forum: Technical Help
- Topic: Widespread networking issues caused by a defective line of chips used in modems
- Replies: 4
- Views: 251
Re: Widespread networking issues caused by a defective line of chips used in modems
My previous docsis device (Fritzbox 6490) had a Puma6 chipset, it was possible to provoke that issue with the documented workflow. It's possible to get inbound packet loss if the upstream is saturated, and some packets get higher than usual latency (150-200 ms instead of 10 ms) on considerable throu...
- Thu Apr 14, 2022 10:20 am
- Forum: Technical Help
- Topic: Widespread networking issues caused by a defective line of chips used in modems
- Replies: 4
- Views: 251
Re: Widespread networking issues caused by a defective line of chips used in modems
This is a topic at least 6 years old. Most puma 6 devices are replaced meanwhile. Many devices got firmware updates that mitigates the bug. It's lost packets on maximum bandwidth use, seldomly encountered.
Simply forget it. It has no real impact. It's exaggerated.
Simply forget it. It has no real impact. It's exaggerated.
- Tue Apr 12, 2022 10:37 pm
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 44
- Views: 9009
Re: Blueprints don't ruin fun
@FinalNeuron I agree to everything you posted. In addition, blueprints are a tool for recording and saving your own designs. I design every blueprint myself I will use somewhere. I tinker and try for a long time, and at the end I save my creation as blueprint and use it in my game maps. It would be ...
- Mon Apr 11, 2022 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Sim Factorio
- Replies: 3
- Views: 269
Re: Sim Factorio
If you want to get friends after the crash and want to have social interaction and keep your survivors happy, you could look at Rimworld : it's not that much about automation, but more about social aspects and fighting as well. It is partly very similar to Factorio, and at the same time totally diff...