Search found 459 matches
- Wed Jun 29, 2016 1:59 pm
- Forum: Releases
- Topic: Version 0.13.1
- Replies: 42
- Views: 37448
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 ...
- Tue Jun 28, 2016 6:40 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Tue Jun 28, 2016 3:20 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Mon Jun 27, 2016 10:17 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Mon Jun 27, 2016 8:52 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Mon Jun 27, 2016 8:14 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Mon Jun 27, 2016 8:08 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
Re: Version 0.13.0
"Spaces are now allowed in file names when saving."
Really? I thought I was already doing that? Hmmm.
Really? I thought I was already doing that? Hmmm.
- Mon Jun 27, 2016 8:00 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
Re: Version 0.13.0
Can blueprint books be ported between games somehow?
- Mon Jun 27, 2016 7:58 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
- Mon Jun 27, 2016 7:55 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Mon Jun 27, 2016 7:52 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Mon Jun 27, 2016 7:50 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Mon Jun 27, 2016 7:47 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
Re: Version 0.13.0
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.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?
- Mon Jun 27, 2016 7:45 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Mon Jun 27, 2016 7:31 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
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...
- Mon Jun 27, 2016 6:58 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 202551
Re: Version 0.13.0
I believe the concern was over the stack bonus applying to the inserters, not their continued existence.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!
- Mon Jun 20, 2016 3:51 pm
- Forum: General discussion
- Topic: Belt balancers, an "Ah ha!" moment..
- Replies: 8
- Views: 4905
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.
- Sun Jun 19, 2016 10:55 pm
- Forum: General discussion
- Topic: Belt balancers, an "Ah ha!" moment..
- Replies: 8
- Views: 4905
Re: Belt balancers, an "Ah ha!" moment..
Good idea! Thanks.
- Sun Jun 19, 2016 9:56 pm
- Forum: General discussion
- Topic: Belt balancers, an "Ah ha!" moment..
- Replies: 8
- Views: 4905
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?
- Sun Jun 19, 2016 3:08 pm
- Forum: General discussion
- Topic: Belt balancers, an "Ah ha!" moment..
- Replies: 8
- Views: 4905
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...