Search found 15 matches
- Fri Nov 11, 2016 4:00 pm
- Forum: Ideas and Suggestions
- Topic: Create official headless server web admin interface
- Replies: 1
- Views: 1619
Create official headless server web admin interface
Eventually, please create an official web admin interface for the Linux headless server, similar and better than https://forums.factorio.com/viewtopic.php?f=133&t=25667 Password and IP address restricted access to web admin interface would be required. Factorio server settings interface would be...
- Thu Oct 06, 2016 2:15 am
- Forum: Gameplay Help
- Topic: Question on accumulators and circuits
- Replies: 5
- Views: 2859
Re: Question on accumulators and circuits
Thank you all.
- Wed Oct 05, 2016 3:17 pm
- Forum: Gameplay Help
- Topic: Question on accumulators and circuits
- Replies: 5
- Views: 2859
Question on accumulators and circuits
I see that in 0.13+, accumulators can be be connected to a circuit network, and return their charge percentage.
Is there an easy way to determine the total power network's accumulator percentage charge remaining? Hopefully I would not have to connect *every* accumulator to the circuit network...
Is there an easy way to determine the total power network's accumulator percentage charge remaining? Hopefully I would not have to connect *every* accumulator to the circuit network...
- Fri Sep 09, 2016 10:29 pm
- Forum: Releases
- Topic: Version 0.14.5
- Replies: 30
- Views: 34447
Re: Version 0.14.5
Lol. Then that will be countered with a mod that randomly moves the player every few seconds.
- Mon Aug 29, 2016 1:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.19] Flamethrower does not break peace
- Replies: 1
- Views: 1806
[0.13.19] Flamethrower does not break peace
I'm still able to attack biter spawners with a flamethrower on a peaceful map without getting attacked. I can even attack worms without breaking peace. I need to do some more testing, as I was just attacking a base in passing, it might be that only a certain type of spawner will not break peace when...
- Mon Aug 29, 2016 2:07 am
- Forum: Releases
- Topic: Version 0.13.19
- Replies: 17
- Views: 14200
Re: Version 0.13.19
Also, on peaceful map, v0.13.19, I can flame worms and nothing attacks me.
- Sun Aug 28, 2016 7:20 pm
- Forum: Releases
- Topic: Version 0.13.19
- Replies: 17
- Views: 14200
Re: Version 0.13.19
On a peaceful map, I'm still able to destroy biter spawner with flamethrower without that causing biters to attack me. I'm not sure yet if its only certain kinds of spawners I can attack with flames without biters attacking me, or if its just intermittent.
- Tue Aug 16, 2016 9:01 pm
- Forum: Releases
- Topic: Version 0.13.15
- Replies: 15
- Views: 21347
Re: Version 0.13.15
Is there a way to easily see ALL of the items in the logistics network? At the moment, when I mouse over a requester, provider, or storage chest, I can see most of the logistics content on the right side of the screen, EXCEPT for the part that goes under the armor/weapons display in the lower right...
- Tue Aug 16, 2016 1:36 pm
- Forum: Releases
- Topic: Version 0.13.15
- Replies: 15
- Views: 21347
Re: Version 0.13.15
Is there a way to easily see ALL of the items in the logistics network? At the moment, when I mouse over a requester, provider, or storage chest, I can see most of the logistics content on the right side of the screen, EXCEPT for the part that goes under the armor/weapons display in the lower right ...
- Mon Aug 08, 2016 7:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.15] Flamethrower does not break peace
- Replies: 2
- Views: 2618
[0.13.15] Flamethrower does not break peace
Upgraded from 0.13.13 to 0.13.15. Windows. Peaceful map, no mods. I can now use flamethrower on biter spawners and biters themselves, and they do not attack me. If I use a combat shotgun, then they attack me like they should.
- Sun Aug 07, 2016 5:27 pm
- Forum: Releases
- Topic: Version 0.13.15
- Replies: 15
- Views: 21347
Re: Version 0.13.15
I tried .15 last night, upgraded from .13. I'm on a peaceful map and am using the flamethrower to help me get alien artifacts. I was greatly amused that now I can walk into a biter nest, and freely use the flamethrower and the biters do not aggro on me. As soon as I use a gun (tried the combat shotg...
- Tue Jul 19, 2016 4:01 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 32 science labs
- Replies: 7
- Views: 6056
Re: 32 science labs
Ah, thanks for clearing that up. I've just started building a few modules, and have not deployed any for labs yet. Your point about putting EM in first labs in a non-looping setup is good. I know that 32 labs is overkill and I won't do it again, but it was fun to setup. I now have blue science setup...
- Mon Jul 18, 2016 10:45 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 32 science labs
- Replies: 7
- Views: 6056
Re: 32 science labs
The problem with this layout, is that unless your science pack production is pretty fast, the last couple of labs in the row may not get any science packs. Do you care which labs gets the science packs? The speed of research and science packs used is the same (unless you use modules in labs, but th...
- Fri Jul 15, 2016 1:43 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 32 science labs
- Replies: 7
- Views: 6056
32 science labs
I played in a game with a friend and thought I'd try something different from what I'd done before with science labs layout. Usually, I just have 2 rows of labs separated by 2 conveyor belts for all 4 science packs. The problem with this layout, is that unless your science pack production is pretty ...
- Fri May 20, 2016 3:53 pm
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 42129
Re: Friday Facts #139 - Wrapping up multiplayer
I have two questions: 1. Will the new multiplayer mode detect differences in Mods between server and players, and send needed mods to players who don't have them? (how handle mods that have been edited slightly on server-side, overwrite the player's mod with the server changes, or somehow keep playe...