Ohhhh, an Idea for a future FFF.
I want to know more about those suggestions from the LAN event.
But that shouldn't happen untill after the release.
Search found 12 matches
- Fri Sep 13, 2024 12:33 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 16884
- Sun Aug 16, 2020 5:19 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] Crash loading old save (Hand.cpp check fails)
- Replies: 1
- Views: 1421
[kovarex] [1.0.0] Crash loading old save (Hand.cpp check fails)
Tried to load an old save from version .17.17 No mods on save or loaded. The map doesn't load and Factorio crashes with an unknown error. Log, Dump and Save are included. Hand.cpp:101: const_cast<Hand*>(this)->getInventory()->getHandPosition() == this->location.slotIndex was not true
- Fri Nov 29, 2019 11:29 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 27069
Re: Friday Facts #323 - Animated water
While we're at water... What about water wells inland? I believe that it was a conscious choice not to have them buildable in vanilla. They are a thing though. If you build an offshore pump and then landfill the water it is on, it still works as a pump, and actually changes its name to "Water ...
- Thu Nov 28, 2019 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Underground Belt Automatic direction selection
- Replies: 4
- Views: 2041
Re: Underground Belt Automatic direction selection
Two things to add: 1) the direction should be selectable by the user. e.g. rotate 8 times, 4 input and 4 output ways 2) the direction guessing magic must not happen when placing blueprints or when 1 was used. The wrong direction might be intentional. 1) Not sure if that's necessary, also not intuit...
- Wed Nov 27, 2019 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Underground Belt Automatic direction selection
- Replies: 4
- Views: 2041
Underground Belt Automatic direction selection
TL;DR Choose the direction of the Underground Belt (Up or Down) based on what is in front of it. What ? Instead of defaulting an unconnected Underground belt to be a Down belt base it on what the tile it will be interacting with is. If its a belt going away or sideways from the underground make it ...
- Sun May 12, 2019 8:13 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 214069
Re: [0.17.x] Bob's Mods: General Discussion
I think bobequipment has an undocumented (and possibly unintentional) dependency on bobwarfare: Failed to load mods: Error in assignID, entity with name 'bob-laser-beam-sapphire' does not exist. Source: personal-laser-defense-equipment-2 (active-defense-equipment). Mods to be disabled: β¬’ bobequipme...
- Sun Dec 03, 2017 3:38 pm
- Forum: General discussion
- Topic: Pipes are underused because they block movement
- Replies: 15
- Views: 6296
Re: Pipes are underused because they block movement
I'm surprised there's no Pipe Wrench mod to allow breaking normal pipe connections. Or vanilla functionality for the same. There are two mods for pipes that don't randomly connect but have specific 90Β° curves. One for base and on for angle/bobs pipes. I was always wondering why the devs do not coll...
- Tue Aug 15, 2017 8:17 pm
- Forum: General discussion
- Topic: Having to repeat the first command bugs me.
- Replies: 21
- Views: 10048
Re: Having to repeat the first command bugs me.
The Inital Scan mod might help you then, it does the same thing automatically when you start a world.
Only down side is you have to manually update it to work with 0.15
Only down side is you have to manually update it to work with 0.15
- Sun Jun 18, 2017 7:34 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 58132
Re: Friday Facts #195 - Poles re-design
But to be honest I find a bit annoying the absurdity of having a diagonal pole that requires another support on the base just to be stable. What kind of engineer does a pole like that? I personally don't think that a diagonal pole is a problem, especially within a game with a "Steampunk" ...
- Wed May 24, 2017 4:20 pm
- Forum: Railway Setups
- Topic: Unload four packed red belts from one cargo wagon, tileable
- Replies: 8
- Views: 7778
Re: Unload four packed red belts from one cargo wagon, tileable
You can get 3 compressed blues out using that idea you just need to do two things: 1. Set the stack size override to 8 on all 12 inserter placing on belts. 2. SLOW the inserters placing on the entrance to the UG belts by 1 tick http://i.imgur.com/BHZoCLX.png That is a simple 48(47? forget offhand) t...
- Sat May 20, 2017 4:26 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 169444
Re: Friday Facts #191 - Gui improvements
I like most of the proposed changes, except for removing the combat display from the corner. Is doesn't take up much space, and depending on the settings (ie deathworld) it can be really useful to know always be aware of your combat loadout. The only suggestion I can think of for the menus is on the...
- Fri Apr 01, 2016 4:21 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 288151
Re: Tips, Designs, & Tricks
On the furnace discussion, here's what I use Factorio furnace setup.jpg Everyone else I've seen says they have the ore and coal down the center, but I ask why have the coal in the center? when you upgrade it will be going away, so have the ore and plate in the center so that doesn't change. It does ...