Search found 21 matches
- Tue Nov 12, 2024 11:44 am
- Forum: General discussion
- Topic: It takes too long to get to new Space Age content
- Replies: 8
- Views: 584
Re: It takes too long to get to new Space Age content
I've been rushing to get off-planet and at 25h in I have a basic space platform, but I feel very nervous about heading out to Vulcanus. I've been careful with pollution and have cleared a safe radius around my base, but it's unprotected. It's a minimal base, I've only made RGB science, no GMY, no b...
- Fri Nov 08, 2024 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 102
- Views: 6263
Re: Ability to craft lower quality with higher quality
Quality is essentially unusable at the point it is unlocked IMO. In order to use it in any meaningful way, you need a way to collect increased quality plates as well as the intermediate products. Almost every single recipe requires plates of some kind, and it isn't possible to get them until you ha...
- Tue Oct 29, 2024 7:16 am
- Forum: Ideas and Suggestions
- Topic: Please sync music in multiplayer
- Replies: 5
- Views: 244
Re: Please sync music in multiplayer
When I play with my nephew he sings a completely different tune from the one I'm hearing. It would be a small blessing if they were the same on both games, when possible. Thank you for being awesome! Even if the music was synced, and the developers took the extra effort to compensate for the ping d...
- Sun Oct 27, 2024 10:07 am
- Forum: Technical Help
- Topic: Blueprint library wiped after upgrade von 1.1.110 to 2.0 Space Age
- Replies: 5
- Views: 296
Re: Blueprint library wiped after upgrade von 1.1.110 to 2.0 Space Age
It isn't. Worked just fine for me
- Thu Oct 24, 2024 10:15 am
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 119
- Views: 41198
- Thu Oct 24, 2024 8:45 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1775
- Views: 582630
Re: Simple Questions and Short Answers
Hi all, I'm currently redesigning my train system to use the new rails on a vanilla Factorio savegame I started before 2.0 came out. It seems that the signal spots I can use on two seemingly identical piece of track differs as shown in the screenshot below. Can anyone enlighten me if that is the in...
- Wed Oct 23, 2024 7:36 pm
- Forum: Bug Reports
- Topic: [2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)
- Replies: 5
- Views: 282
[2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)
Hi when entering too large numbers for output values of a constant combinator, it silently flows over. on entering i get the following: 1e9: 1.000.000.000 1e10: 1.410.065.408 (shown as 1.4G, probably overflown) 1e11: 1.215.752.192 (shown as 1.2G, probably overflown) ... The biggest number I am able ...
- Wed Oct 09, 2024 10:43 am
- Forum: Gameplay Help
- Topic: Can I disable biters but keep Steam achievements enabled?
- Replies: 5
- Views: 595
Re: Can I disable biters but keep Steam achievements enabled?
If you want achievements in steam, you have to play vanilla, without any mod. Certain achievements (the speedrunning ones,...) are disabled if you disable biters or modify other map generation settings. Those rules apply with or without mods. Check the wiki for details: https://wiki.factorio.com/Ach...
- Sat Sep 14, 2024 11:38 am
- Forum: Technical Help
- Topic: [1.1.110] Friend got disconnected and can not join again.
- Replies: 1
- Views: 206
Re: [1.1.110] Friend got disconnected and can not join again.
You could host a public game on steam and protect it with a password. That's how I usually play with my brother
- Sat May 11, 2024 12:01 am
- Forum: Ideas and Suggestions
- Topic: Please Make Science Packs Less Abstract
- Replies: 12
- Views: 2739
Re: Please Make Science Packs Less Abstract
And an anecdote on how this confusion and/or inefficiency can affect gameplay. On another scenario, I had a limited number of blue science packs, so I put them towards laser turrets and calculated that I had just enough to finish the research. I did not - the research progress bar ended up at 99%, ...
- Tue Apr 23, 2024 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 66
- Views: 15885
Re: Snap hand-placement to blueprints.
I'm not talking about placing blueprints , but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots. My bad, Sorry I've misunderstood you. That makes a lot of sense indeed.
- Mon Apr 22, 2024 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 66
- Views: 15885
Re: Snap hand-placement to blueprints.
you can already do that by activating the snap to grid option. After you do, a blue rectangle will appear around your BP and you can choose between relative (to start anywhere you want whilst dragging) and absolute (helps ensure that if you start placing blueprints from different positions, that the...
- Sat Apr 20, 2024 9:21 am
- Forum: Implemented in 2.0
- Topic: Remote editing of entity settings on logistic building area
- Replies: 3
- Views: 506
Re: Remote editing of entity settings on logistic building area
I think that's already taken cared of for 2.0: https://www.factorio.com/blog/post/fff-380
- Thu Apr 11, 2024 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 1775
Re: Let construction robots place items that were just deconstructed nearby
I work around this by placing a (yellow) storage chest, and placing one of each item that I expect to be deconstructed in it (belts, inserters, AM's, power pole,...). All bots will dump the deconstructed items in the chest and go wait in a nearby roboport, and once you start reconstructing, both bot...
- Fri Jan 19, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: Check map exchange string when overwriting a save
- Replies: 7
- Views: 685
Re: Check map exchange string when overwriting a save
Great idea. Or maybe based on a GUID or other unique identifier, generated at the start of a game (or first time it is saved) and stored into the save file?
I can imagine map exchange strings being reused...
I can imagine map exchange strings being reused...
- Wed Jan 17, 2024 11:15 am
- Forum: Off topic
- Topic: GoG User Agreement Changes Discussion
- Replies: 11
- Views: 4939
Re: GoG User Agreement Changes Discussion
disiclaimer: I'm not legally schooled... ... but by the looks of it, I have as well the impression that they (unknowingly?) forbid you to mod any game they sell. I think those clauses are generic clauses you'll find in most UA's from company's that sell software, written by lawyers that have no clue...
- Mon Jan 15, 2024 11:24 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 65434
Re: Friday Facts #393 - Putting things on top of other things
Having blue belts with 45 items/s always seemed a little strange: where a red belt has double the capacity of a yellow, a blue belt only adds 50% more. Splitting a blue belt in half results in 2 uncompressed red belts. So with that in mind I'm certainly not opposed to a new tier of belts that can do...
- Sun Jan 07, 2024 11:21 pm
- Forum: General discussion
- Topic: That feeling when you overwrote a save
- Replies: 13
- Views: 2407
Re: That feeling when you overwrote a save
it looks like there already is some kind of mechanism to prevent you from overwriting a saved game:
- Sun Dec 31, 2023 12:46 pm
- Forum: Gameplay Help
- Topic: Power poles not connecting between blueprints
- Replies: 5
- Views: 1086
Re: Power poles not connecting between blueprints
I think there's a maximum of 5 connections per power pole. If the power poles on the corners of your blueprint have a diagonal connection inwards your blueprint, besides horizontal and vertical connections, you'll exceed that limit.
- Tue Nov 21, 2023 11:44 pm
- Forum: Technical Help
- Topic: Unexpected error occurred at game start
- Replies: 3
- Views: 819
Re: Unexpected error occurred at game start
thanks for the help. I'm somewhat confused, as 12GB should be plenty according to the system requirements. But I'll check my memory usage next time the game crashes.