...
Why dont you just keep a train on you? Thats waaay easier.
...
If I need a train, I simply steal the one that's going the closest to where I want to go and use manual mode. Although, I don't really have enough trains to make crashes a big issue...
Becasue my taxi trains have a cargo ...
Search found 7 matches
- Tue Dec 12, 2017 9:49 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 94646
- Mon Dec 11, 2017 3:38 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 94646
Re: Friday Facts #220 - The best Friday Facts ever
I know the gui update was pushed to 0.17, but what about the trains "temporary stop" mechanic mentioned in https://www.factorio.com/blog/post/fff-212 ?
Control-clicking on any point on the locomotive's map (or any station) will add a 'Temporary stop' to it's schedule.
It sounds a little pointless ...
Control-clicking on any point on the locomotive's map (or any station) will add a 'Temporary stop' to it's schedule.
It sounds a little pointless ...
- Mon Jun 20, 2016 2:09 pm
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 59779
Re: Friday Facts #143 - Nat Punching Again
Once again my one month delay theory is proven! :D
be careful with theories like that, or you end up with https://developer.valvesoftware.com/wiki/Valve_Time
So far
exactly 18 weeks sounds about right, the way things are going.
But watch out or it might become 9 months later
I pray that we ...
be careful with theories like that, or you end up with https://developer.valvesoftware.com/wiki/Valve_Time
So far
exactly 18 weeks sounds about right, the way things are going.
But watch out or it might become 9 months later
I pray that we ...
- Sat Jun 18, 2016 10:33 am
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 59779
Re: Friday Facts #143 - Nat Punching Again
on topic for this FF: personally I know how to forward a port and dont gain anything from nat punching. but then again there are still people who use hamachi and other #$β *@! so evidently there is a need for it.
on topic of the off-topic aka 0.13: #$β *@!
People, do you prefer to play a game ...
on topic of the off-topic aka 0.13: #$β *@!
People, do you prefer to play a game ...
- Mon Jun 13, 2016 8:39 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 72971
Re: Friday Facts #142 - Playtesting
Don't make me turn thispr0n wrote:Are we there yet?
- Fri Apr 01, 2016 2:34 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 69063
Re: [MOD 0.12.x] K&L Inserters
aaand were back.
Thanks for the quick response.
unfortunately i cannot send PM's (yet), so ill have to abuse this thread instead.
I dont run the dedicated server we play on, so that would have to wait until tonight/tomorrow. I would be happy to assist though, so if you want we could try it out ...
Thanks for the quick response.
unfortunately i cannot send PM's (yet), so ill have to abuse this thread instead.
I dont run the dedicated server we play on, so that would have to wait until tonight/tomorrow. I would be happy to assist though, so if you want we could try it out ...
- Thu Mar 31, 2016 6:44 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 69063
Re: [MOD 0.12.x] K&L Inserters
First off thanks for the cool Mod.
A couple of friends and I started playing together and came across this error( /crash ):
1418.905 Error Util.cpp:58: Error while running the event handler: __K&L-Inserters__/control.lua:117: LuaEntity API call when LuaEntity was invalid.
Dedicated Server
Factorio ...
A couple of friends and I started playing together and came across this error( /crash ):
1418.905 Error Util.cpp:58: Error while running the event handler: __K&L-Inserters__/control.lua:117: LuaEntity API call when LuaEntity was invalid.
Dedicated Server
Factorio ...