Search found 299 matches
- Thu Nov 07, 2024 7:09 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 81491
Re: [MOD 1.1.x|1.0.x]Recycling Machines
This mod is not compatible with factorio 2.0. I am considering whether to make it so, but first I want to try the built in recycling machines that ship with the new version of the game. There may be no need for this mod going fowards if all it does is ape the vanilla machines. The vanilla machines ...
- Fri Jan 19, 2024 7:30 pm
- Forum: Technical Help
- Topic: [1.1.103] Updating from 1.1.102 (build 62103) results in a 16-bit executable?
- Replies: 8
- Views: 1912
Re: [1.1.103] Updating from 1.1.102 (build 62103) results in a 16-bit executable?
The error here happens when Factorio automatically runs the "updated" program. On trying to run it manually, I get a blue window with "This app can't run on your PC".
- Mon Oct 23, 2023 9:18 pm
- Forum: Mod portal Discussion
- Topic: [Factorio Mod Portal] Allow edits to title and/or category
- Replies: 14
- Views: 2594
Re: [Factorio Mod Portal] Allow edits to title and/or category
At the very least a user should have the ability to delete their own message. I must messed up the title of a message because I accidentally hit enter while editing it. Then found I can't edit the title anymore. And I can't delete the message and rewrite it (a workaround for not being able to edit t...
- Sat Mar 11, 2023 9:31 am
- Forum: Ideas and Suggestions
- Topic: Spidertron roboport control
- Replies: 9
- Views: 4514
Re: Spidertron roboport control
Yes, there is disable logistics while moving which prevents their roboports from activating while they walk, this is what they added. Different yes, but works most of the time. Sorry, it works *when that's what you want*. If that is *not* want to want, when you want/need the actual "turn spide...
- Sat Oct 01, 2022 2:42 am
- Forum: Releases
- Topic: Version 1.1.69
- Replies: 25
- Views: 29100
Re: Version 1.1.69
Yup, methinks someone doesn't quite understand the meaning of "icon". Which of course is not news, it's been known for quite some time.jaygridley wrote: ↑Tue Sep 13, 2022 8:16 pm I am not a big fan of the new belts.... they are harder to identify.
- Thu Jun 16, 2022 10:38 am
- Forum: Ideas and Suggestions
- Topic: Patrol mode for Spidertron
- Replies: 25
- Views: 11046
- Wed Apr 14, 2021 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Map resource display filter
- Replies: 6
- Views: 5231
Re: Map resource display filter
Just in case someone stumbles across this while searching for a solution: these days there is a mod called https://mods.factorio.com/mod/resourcehighlighter (not mine) which perfectly does this. Re-necro ;-) for a worthy cause, because THANK YOU! I just had an urgent need (again, for the umpteenth ...
- Sat Apr 10, 2021 11:16 am
- Forum: Gameplay Help
- Topic: Train routing. Completely explained
- Replies: 10
- Views: 8735
Re: Train routing. Completely explained
Is there any document or probably a thread describing ALL of train routing aspects? Like that a programmer can code algo from. I do not mean proposed builds, I mean the exact algorithms they take, so I can prebuild stuff in my head instead of reverse-engineering it through experimenting (and gettin...
- Fri Apr 02, 2021 4:22 am
- Forum: Ideas and Suggestions
- Topic: Notifications System
- Replies: 37
- Views: 15972
Re: Notifications System
A little necro, for the good cause. Let's necro this once more. Actually, for me this is alive until it's fixed. Because it's a shame in an otherwise almost ;-) perfect game. I have countless times wished that there was a proper notifications system in Factorio. The kind you have on your smartphone...
- Sun Jan 24, 2021 7:57 pm
- Forum: Releases
- Topic: Version 1.1.15
- Replies: 9
- Views: 10816
Re: Version 1.1.15
THANK YOU for returning this feature we once had. Just last week I caught myself wishing for its return. Again.
- Tue Nov 24, 2020 10:55 pm
- Forum: Gameplay Help
- Topic: Where/how do I close the "New tips" window
- Replies: 7
- Views: 23529
Where/how do I close the "New tips" window
Annoyingly takes away real estate. Can't find any option. Can't find a close box.
HELP ME OBI-WAN, YOU'RE MY ONLY HOPE!
(I'm a *bit* annoyed at this, and starting to get pissed off… the "we have to twiddle with the UI" disease I always dread and that *EVERYONE* falls victim to)
HELP ME OBI-WAN, YOU'RE MY ONLY HOPE!
(I'm a *bit* annoyed at this, and starting to get pissed off… the "we have to twiddle with the UI" disease I always dread and that *EVERYONE* falls victim to)
- Tue Nov 24, 2020 9:08 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 148115
Re: Version 1.1.0
Moved the character/vehicle gun window to the left of the quickbar. I play on two screens - and use the left screen for the game - now my import player data like weapons are at the far side of the screen, not handily in the middle of my field of view. I can't see an option to move it back - can you...
- Tue Nov 24, 2020 9:06 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 148115
Re: Version 1.1.0
Moved the character/vehicle gun window to the left of the quickbar. WHY??????????? I play on two screens - and use the left screen for the game - now my IMPORTANT player data like weapons are at the far side of the screen, not handily in the middle of my field of view. I can't see an option to move...
- Fri Oct 09, 2020 6:54 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 92017
Re: Friday Facts #361 - Train stop limit, Tips and tricks
I haven't come up with a practical use of this, but I can't help but ask this one thing: can we set the train limit on station via circuit network? Or, can we set the limit without physically walk to that station? Setting the limit via circuit network is explicitly mentioned. As to walking there: I...
- Sun Sep 06, 2020 10:55 am
- Forum: Releases
- Topic: Version 0.18.38
- Replies: 24
- Views: 17594
Re: Version 0.18.38
why do you have this workflow of making copies of blueprints and putting them into your inventory and deleting them soon after. Isn't it just a habit from the times, where you couldn't use them directly from the BP library through manual selection or quickbar? Two reasons I copy BPs: the first and ...
- Wed Sep 02, 2020 5:14 am
- Forum: Releases
- Topic: Version 0.18.38
- Replies: 24
- Views: 17594
Re: Version 0.18.38
why do you have this workflow of making copies of blueprints and putting them into your inventory and deleting them soon after. Isn't it just a habit from the times, where you couldn't use them directly from the BP library through manual selection or quickbar? Two reasons I copy BPs: the first and ...
- Sat Aug 01, 2020 12:40 am
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 85014
Re: Blueprints: Mirror/flip
You know there are some nice mods? https://mods.factorio.com/mod/BlueprintExtensions https://mods.factorio.com/mod/blueprint_flip_and_turn Try these with the new blueprints: pull a blueprint from the library to the toolbar (and *NOT* to the inventory, but I hate you can't do that, anyway). Then fli...
- Thu Jul 30, 2020 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand
- Replies: 8
- Views: 5633
Re: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand
Pressing 'Q' to get a ghost item in hand of an item you do not have in your inventory. Pressing 'Q' a second time will not clear the hand, the ghost item will still stay in hand. The only way I found to clear the hand was to press 'Q' on a building I had in my inventory. Or pressing a number mapped...
- Thu Jul 30, 2020 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand
- Replies: 8
- Views: 5633
Re: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand
Still broken, but differently now: put a ghost in the first slot. Press 1. Good. Press 1 again, or Q: items disappears from cursor, but stays active in toolbar. Press 1 again… nothing happens, since the *toolbar* (whichever part of the game that is, code-wise) still thinks it's the active item. Need...
- Mon Jun 01, 2020 9:34 pm
- Forum: Releases
- Topic: Version 0.18.27
- Replies: 65
- Views: 35223
Re: Version 0.18.27
I like everything and I think you guys did a great job. My only issue is with the icon for the electric miners. They do not look like the in game model This will be fixed soon enough. Aww this somewhat implies that the iconic look of the miners will be gone. I understand because they make no sense ...