Search found 7 matches
- Wed Jun 25, 2025 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle suggestions
- Replies: 7
- Views: 2953
Re: Vehicle suggestions
Cars don't use coal or wood as fuel. How about using an electric car? Electricity is available early, not gas.
Trains don't use coal or wood as fuel, not since the 1800's. Trains use diesel fuel. I should be able to refine diesel.
That's funny because in France our trains are electric, and ...
- Fri Jun 20, 2025 6:08 pm
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 474
- Views: 366544
Re: Just bought the game; What were Your first impressions?
I can totally relate to that! I was doing something similar at the start, running around like a headless chicken trying to keep everything fueled manually. It’s funny looking back, but I guess that’s part of the charm, learning by doing (and messing up). Definitely makes you appreciate how powerful ...
- Wed Jun 04, 2025 10:54 am
- Forum: Ideas and Suggestions
- Topic: Add space platforms statistic info counters
- Replies: 3
- Views: 596
Re: Add space platforms statistic info counters
Good points. “Trips completed” shows activity volume, but “planets visited” could track route variety, helpful for seeing if a platform serves multiple destinations or is dedicated.
Distance traveled would be great for spotting inefficiencies, like whether a hub should be relocated or a new one ...
Distance traveled would be great for spotting inefficiencies, like whether a hub should be relocated or a new one ...
- Mon Jun 02, 2025 3:44 pm
- Forum: Modding help
- Topic: Help from experienced modders to create a hidden lightning rod
- Replies: 2
- Views: 420
Re: Help from experienced modders to create a hidden lightning rod
Hey, you can make a hidden lightning rod by creating a dummy electric pole entity with no graphics (__core__/graphics/empty.png) and no collision (collision_mask = {}). Give it a unique name like hidden-lightning-rod and spawn it with your medium pole using the on_built_entity event. Since Factorio ...
- Thu May 29, 2025 3:27 pm
- Forum: Resolved Requests
- Topic: upgrade planner's get_mapper()'s to can return nil
- Replies: 4
- Views: 561
Re: upgrade planner's get_mapper()'s to can return nil
Makes sense now, if the "from" side needs to stay non-nil for internal consistency, like how empty logistics filters return {}. Good call raising it, and thank you
- Mon May 19, 2025 2:45 pm
- Forum: Resolved Requests
- Topic: FluidFlowDirection has unexpected description
- Replies: 3
- Views: 514
Re: FluidFlowDirection has unexpected description
I noticed the same thing. The description for the FluidFlowDirection.output enum does seem a bit out of place, or at least not consistent with the others. Could be a leftover from an internal note or maybe a documentation oversight? It might be worth flagging it for clarification or a cleanup if it ...
- Wed May 07, 2025 2:54 pm
- Forum: Technical Help
- Topic: Issue with creating lock file?
- Replies: 2
- Views: 465
Re: Issue with creating lock file?
Sounds like the game isn’t clearing the .lock file properly after closing. Try manually deleting AppData\Roaming\Factorio\.lock (make sure Factorio’s fully closed first). Also check if antivirus or cloud sync tools like OneDrive might be locking the file.