i would note, putting the max draw distance in each time will cause complications your pic with one belt doesnt show...
ie what happens when it runs into an existing underground segment running in the same direction, does it stop before it regardless of what it is? or only if its the same type? or ...
Search found 13 matches
- Sat Dec 09, 2023 3:41 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 44885
- Sat Dec 09, 2023 2:00 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 44885
Re: Friday Facts #388 - Smaller things for 2.0
regarding formula in text fields...
is it possible to do 4*iron chest or 4*steel chest or similar? (or even better 0.5 iron chest)(not sure if it would need to be "ironchest" or "iron_chest" or "ironchest")
granted this is less needed in the base game, but allowing for it would allow for modpack ...
is it possible to do 4*iron chest or 4*steel chest or similar? (or even better 0.5 iron chest)(not sure if it would need to be "ironchest" or "iron_chest" or "ironchest")
granted this is less needed in the base game, but allowing for it would allow for modpack ...
- Tue Dec 28, 2021 1:17 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1648449
Re: Bugs & FAQ
I think that Bobmonium is not spawning in the start zone in a new game any longer
- Sat Dec 12, 2020 8:05 am
- Forum: Ideas and Suggestions
- Topic: Circuit wires on map view
- Replies: 1
- Views: 1092
Circuit wires on map view
TL;DR
Add circuit wires as red/green lines to the map view.
What ?
Due to the recent changes that make it very easy to build blue prints etc directly from the map view AND the improved discrimination of items on the map (tanks/roboports), I have found my bases are becoming more spread out ...
Add circuit wires as red/green lines to the map view.
What ?
Due to the recent changes that make it very easy to build blue prints etc directly from the map view AND the improved discrimination of items on the map (tanks/roboports), I have found my bases are becoming more spread out ...
- Mon Mar 16, 2020 11:58 am
- Forum: Not a bug
- Topic: [0.18.12] Visual Bug - Robot Shadows
- Replies: 1
- Views: 725
[0.18.12] Visual Bug - Robot Shadows
Hi Guys,
No pic i'm afraid, but very easy to reproduce, the construction robots (at least) have a two shadows when over water (the normal one and a below one).
Regards,
No pic i'm afraid, but very easy to reproduce, the construction robots (at least) have a two shadows when over water (the normal one and a below one).
Regards,
- Mon Apr 22, 2019 10:08 am
- Forum: Technical Help
- Topic: [17.32] multiplayer connection error
- Replies: 1
- Views: 831
[17.32] multiplayer connection error
Hi All,
I am trying to do multiplayer with a friend, and keep getting the attached error.
I have done:
* reboot
* steam verification
* full remove/reinstall
* download stand-alone game
When i run in the stand alone, i can successfully connect to some public games, but not all. When i use steam i ...
I am trying to do multiplayer with a friend, and keep getting the attached error.
I have done:
* reboot
* steam verification
* full remove/reinstall
* download stand-alone game
When i run in the stand alone, i can successfully connect to some public games, but not all. When i use steam i ...
- Sat Apr 28, 2018 10:57 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 316909
Re: pY HighTech Discussion
lol thanks, i was pretty sure i had to have missed something.
- Sat Apr 28, 2018 6:30 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 316909
Re: pY HighTech Discussion
I am playing these mods for the first time, and so far so good. I do have 1 question tho - what is the point in making circuit board 1 from the sub components vs just the copper/boards?
by my reckoning (as im beginning to plan it out in Helmod), to produce 15 T1 Circuits per minute (1/4 sec) it ...
by my reckoning (as im beginning to plan it out in Helmod), to produce 15 T1 Circuits per minute (1/4 sec) it ...
- Sat Jan 13, 2018 1:25 am
- Forum: Ideas and Suggestions
- Topic: coloured pipes revisited
- Replies: 0
- Views: 957
coloured pipes revisited
TL;DR
exploring options for pipe colours to be set - specifically in the map view.
What ?
I am aware that this has been raised before (see: https://forums.factorio.com/viewtopic.php?f=6&t=16293 from 2015), however the game has changed a fair bit since then, and there is a major gui update ...
exploring options for pipe colours to be set - specifically in the map view.
What ?
I am aware that this has been raised before (see: https://forums.factorio.com/viewtopic.php?f=6&t=16293 from 2015), however the game has changed a fair bit since then, and there is a major gui update ...
- Sat Jan 06, 2018 4:09 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1648449
Re: Bugs & FAQ
Probable typo in tech name:
The tech "Zinc Processing" seems a misnomer, and i suspect should be renamed to "Brass Processing"... -- all the items it unlocks are brass related (Gear wheel, pipes, axe), and the precursors are sulphur processing 1, brass smelting 1 and electrolysis 1...
i see that ...
The tech "Zinc Processing" seems a misnomer, and i suspect should be renamed to "Brass Processing"... -- all the items it unlocks are brass related (Gear wheel, pipes, axe), and the precursors are sulphur processing 1, brass smelting 1 and electrolysis 1...
i see that ...
- Wed May 17, 2017 1:03 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1648449
Re: Bugs & FAQ
Found a minor bug...
Metallurgy 2 seems to unlock two copies of Chemical Furnace Mk2.
I can't see any difference between them, so guessing it is just an interface thing.
Metallurgy 2 seems to unlock two copies of Chemical Furnace Mk2.
I can't see any difference between them, so guessing it is just an interface thing.
- Thu Nov 24, 2016 7:36 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1648449
Re: Bugs & FAQ
Is it possible to move the "heat blob" that occurs at night on "in use" facilities for the flare stack to be at the top of the flare stack instead of the base?
It looks kinda odd at night to see no glow on the "flare" and a muted (due to mass concrete) glow at the base...
It looks kinda odd at night to see no glow on the "flare" and a muted (due to mass concrete) glow at the base...
- Mon Nov 14, 2016 2:20 am
- Forum: Implemented Suggestions
- Topic: Flow direction in pipes (static or dynamic)
- Replies: 1
- Views: 1387
Flow direction in pipes (static or dynamic)
Hi guys;
I was trying to de-pasta my refinery last night and had issues determining which direction my porpoising pipes were flowing. Would it be possible to have (by preference) a dynamic marker on the underground pipes showing flow direction; failing that a decal/arrow version we could build to ...
I was trying to de-pasta my refinery last night and had issues determining which direction my porpoising pipes were flowing. Would it be possible to have (by preference) a dynamic marker on the underground pipes showing flow direction; failing that a decal/arrow version we could build to ...