Search found 459 matches

by Mr. Tact
Wed Jun 29, 2016 1:59 pm
Forum: Releases
Topic: Version 0.13.1
Replies: 42
Views: 36383

Re: Version 0.13.1

Train station placement can still be weird. I built a loading/unloading testing configuration. All I did was build a rail oval with unloading on one side and loading on the other like this: load-unload test.jpg Using a LLCCCC train I can place a station on the upper track such that the cargo wagons ...
by Mr. Tact
Tue Jun 28, 2016 6:40 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

I've considered achievements a bane on gaming since they got invented. They are especially wonky for a game like Factorio. But, whatca gonna do? The masses have spoken...
by Mr. Tact
Tue Jun 28, 2016 3:20 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

Also is it possible to fix mods by just changing their required version? Other than that are there any other mod breaking stuff added in 0.13? I have shitton of mods and i dont know if its timeworthy to change them all or just get rid of them. Highly dependent on the mod I would think. Doing that o...
by Mr. Tact
Mon Jun 27, 2016 10:17 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

* You can't rename stations, as when you click on the box, it closes the dialog box immediately. in order to unlock the flamethrower turrets in an old world you will have to use the console to remove the research for flame-thrower and then re-add the research Don't suppose you know and could share t...
by Mr. Tact
Mon Jun 27, 2016 8:52 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

You can't rename stations, as when you click on the box, it closes the dialog box immediately. in order to unlock the flamethrower turrets in an old world you will have to use the console to remove the research for flame-thrower and then re-add the research Don't suppose you know and could share th...
by Mr. Tact
Mon Jun 27, 2016 8:14 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

BTW, there are no obsolete inserters, we can still use regular and fast ones, it's that stack inserter is the most powerful of them all. Devs, thank you for keeping old inserters alive! :D I believe the concern was over the stack bonus applying to the inserters, not their continued existence. Looks...
by Mr. Tact
Mon Jun 27, 2016 8:08 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

"Spaces are now allowed in file names when saving."

Really? I thought I was already doing that? Hmmm.
by Mr. Tact
Mon Jun 27, 2016 8:00 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

Can blueprint books be ported between games somehow?
by Mr. Tact
Mon Jun 27, 2016 7:58 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

Typo on http://guide.factorio.com/new-features-013.html

"Train and rail placement idicators"
by Mr. Tact
Mon Jun 27, 2016 7:55 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

" Blueprints can also toggle whether to include modules, entities and tiles." Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts tho...
by Mr. Tact
Mon Jun 27, 2016 7:52 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

" Blueprints can also toggle whether to include modules, entities and tiles." Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts tho...
by Mr. Tact
Mon Jun 27, 2016 7:50 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

" Blueprints can also toggle whether to include modules, entities and tiles." Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts tho...
by Mr. Tact
Mon Jun 27, 2016 7:47 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

devilwarriors wrote:might be.. the list of mod was so short I assumed they were all compatible, but seem like they are not.. where does that list of mod came from? how do you add a mod to it?
The mod itself has to be internally configured as being for 0.13 -- I assume this is just a value entered into a specific field.
by Mr. Tact
Mon Jun 27, 2016 7:45 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

" Blueprints can also toggle whether to include modules, entities and tiles." Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts thos...
by Mr. Tact
Mon Jun 27, 2016 7:31 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

sadly I have the same error with every mod I try to install even the one compatible with .13 I assume this is because of this Modding Mods need to have factorio_version value in their info which specifies major Factorio version they are suited for, default value is 0.12. Mods with non fitting versi...
by Mr. Tact
Mon Jun 27, 2016 6:58 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 196346

Re: Version 0.13.0

Bi0nicM4n wrote:BTW, there are no obsolete inserters, we can still use regular and fast ones, it's that stack inserter is the most powerful of them all. Devs, thank you for keeping old inserters alive! :D
I believe the concern was over the stack bonus applying to the inserters, not their continued existence.
by Mr. Tact
Mon Jun 20, 2016 3:51 pm
Forum: General discussion
Topic: Belt balancers, an "Ah ha!" moment..
Replies: 8
Views: 4758

Re: Belt balancers, an "Ah ha!" moment..

Okay, I read that topic and it had some interesting information. However, what I am talking about is more basic. With the balancer I displayed in this topic, if one of the outputs is not used, the remaining three outputs are not "balanced" -- period. It is independent of what the inputs are.
by Mr. Tact
Sun Jun 19, 2016 10:55 pm
Forum: General discussion
Topic: Belt balancers, an "Ah ha!" moment..
Replies: 8
Views: 4758

Re: Belt balancers, an "Ah ha!" moment..

Good idea! Thanks.
by Mr. Tact
Sun Jun 19, 2016 9:56 pm
Forum: General discussion
Topic: Belt balancers, an "Ah ha!" moment..
Replies: 8
Views: 4758

Re: Belt balancers, an "Ah ha!" moment..

You're kidding, right? Exactly what search would I do that wouldn't get hundreds (if not thousands) of results? Can you say which forum it is in, or the title, or preferably provide a link?
by Mr. Tact
Sun Jun 19, 2016 3:08 pm
Forum: General discussion
Topic: Belt balancers, an "Ah ha!" moment..
Replies: 8
Views: 4758

Belt balancers, an "Ah ha!" moment..

Balancers are a pretty common thing in Factorio. I certainly use them often and find them very useful. I'll admit though, I have on occasion used balancer setups I didn't understand -- like once I was looking for a 4 lane to 5 lane balancer. And frankly, I still don't understand that setup, but I've...

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