Search found 20 matches
- Tue Feb 27, 2024 5:18 pm
- Forum: Technical Help
- Topic: [1.1.104][switch] pc crossplay issue
- Replies: 0
- Views: 1755
[1.1.104][switch] pc crossplay issue
i have factorio for both pc and switch. i tought it would be fun to play with some people together. i linked both my pc and my switch to the same factorio acount. every time i try to join the same game it says "user with name already in game" (sorry for bad translation) alr easy fix, i jus...
- Fri May 14, 2021 5:55 pm
- Forum: Modding help
- Topic: charging_offsets ["solved"]
- Replies: 3
- Views: 1188
- Fri May 14, 2021 2:56 pm
- Forum: Modding help
- Topic: charging_offsets ["solved"]
- Replies: 3
- Views: 1188
charging_offsets ["solved"]
as my first mod, I thought about doing something easy. copy a roboport, disable the inventory and double the number of recharge stations. I got everything working except the charging_offsets. for some reason, they all just charge at the center. this is the code I use: local oldTechnology = table.dee...
- Sat Mar 21, 2020 12:19 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 89618
Re: Friday Facts #339 - Beacon HR + Redesign process
I always feels like the beacon needs consist of 2 parts. 1 you got the cabin base were you put the modules, 2 you got the transmitting area. the cabin can be quite square as it is the service area with all the hardware. something like a server cabin maybe with a glas panel infront. the antenna i wou...
- Sun Jul 07, 2019 12:05 pm
- Forum: Questions, reviews and ratings
- Topic: roboport without inventory
- Replies: 1
- Views: 1245
roboport without inventory
short: looking for a mod that adds a roboport but removes the inventory. long: i am looking for a mod that adds roboports without invntory. i hate it when: you request an item and a bot spawns all across the base that you cant find where your bots are you pick up a roboport with 700 repairpacks a r...
- Fri Mar 01, 2019 8:18 pm
- Forum: Not a bug
- Topic: [0.17.3]missing upgrade planner items
- Replies: 2
- Views: 1250
Re: [0.17.3]missing upgrade planner items
i see.
thank you for the quick replay.
thank you for the quick replay.
- Fri Mar 01, 2019 1:47 pm
- Forum: Not a bug
- Topic: [0.17.3]missing upgrade planner items
- Replies: 2
- Views: 1250
[0.17.3]missing upgrade planner items
not sure if these are bugs or requests but i felt like they were missing from the game. its about the upgrade planner mostly combined with the blueprintbook. 1: upgrade to non (aka remove) when upgrading a blueprint book remove set item 2:floors (example : stone brick-> concrete) 3:gun turrets to la...
- Wed Mar 21, 2018 1:28 pm
- Forum: Ideas and Suggestions
- Topic: pipes update
- Replies: 0
- Views: 651
pipes update
in the last couple of updates we have seen a lot of love going towards rails and belts. and i feel like pipes have been hold back. what moast people do is they lay down a pipe with no fluid in it. making a pipe for diferent kinds of fluid hard to distinguish(<- dificult word to sound smart but proba...
- Sun Mar 12, 2017 10:12 pm
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 5748
Re: power and blueprints workaround
i think i need help expressing my self. i am not talking about editing the current way of powerpoles behavour. You are. Because this: i am talking about a completely new cable that you can connect as a regulair power cable but stores in blueprints like a red or green wire Requires changing the powe...
- Wed Mar 08, 2017 6:53 pm
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 5748
Re: power and blueprints workaround
i think i need help expressing my self.
i am not talking about editing the current way of powerpoles behavour.
i am talking about a completely new cable
that you can connect as a regulair power cable
but stores in blueprints like a red or green wire
current cables in game stays the same
i am not talking about editing the current way of powerpoles behavour.
i am talking about a completely new cable
that you can connect as a regulair power cable
but stores in blueprints like a red or green wire
current cables in game stays the same
- Wed Mar 08, 2017 2:04 pm
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 5748
Re: power and blueprints workaround
example time: welcome to one of my blueprints. the idea of this blueprint is to make a modulair design with oil that does not block. http://i.imgur.com/vexI230.png note only "creative mode" mod is on. alsow based on 5/1/7 ratio refining this is a freshly layed down blueprint. the idea is t...
- Wed Mar 08, 2017 11:52 am
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 5748
Re: power and blueprints workaround
Try placing your blueprints with poles in it. You'll see them connect to every poles near them ( within range ) as soon they are placed by bots. i know, i take that into acount when i am building my blueprints. space the poles the right distance so only those who should connect does connect. it is ...
- Wed Mar 08, 2017 11:31 am
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 5748
power and blueprints workaround
short version advanced (or manual or......) power cable (like we have now but player made) that will store in a blueprint long version: in the current game you can not store electric cables in blueprint. this is unfortunate for those who use electric switches. as every time you place a blueprint you...
- Thu Feb 02, 2017 1:35 pm
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 28666
Re: Multiplayer Individual Starting Spawns Scenario
the senario seemt to work for the most part.
but is there a place where you can disable beacons
i think i have this checked as on. without my intention
but is there a place where you can disable beacons
i think i have this checked as on. without my intention
- Wed Nov 02, 2016 10:35 am
- Forum: Show your Creations
- Topic: boeljoet`s modulair base
- Replies: 3
- Views: 4308
- Wed Nov 02, 2016 10:35 am
- Forum: Show your Creations
- Topic: boeljoet`s modulair base
- Replies: 3
- Views: 4308
- Wed Nov 02, 2016 10:31 am
- Forum: Show your Creations
- Topic: boeljoet`s modulair base
- Replies: 3
- Views: 4308
boeljoet`s modulair base
Srry for the spelling. Just look at the ocd-free pictures if you need a brake I was working on my railway setup and usualy i go for a traintracklengt for a 1-3-1 train (20 rail way segment) and i make the folowing bluerpints (note: i do not take credit for the rail blueprints, as they have been rem...
- Wed Oct 19, 2016 1:08 pm
- Forum: Ideas and Suggestions
- Topic: easy modding handeling
- Replies: 2
- Views: 1442
- Wed Oct 19, 2016 12:57 pm
- Forum: Ideas and Suggestions
- Topic: easy modding handeling
- Replies: 2
- Views: 1442
easy modding handeling
i think this will probaly take a lot but hear me out: mods will only be loaded in when a map is opened, not at start of the game 1: on singel player a list with all installed mods so you can turn them on and of (and a button to get more mods) 2: when laoding a game it will start up all mods automati...
- Sat Sep 10, 2016 2:13 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 158341
Re: Modular Extensible PnP Factory
here are some images of my base using the concepts in this threath http://i.imgur.com/8FL1IfF.png http://i.imgur.com/c0FnzpM.png http://i.imgur.com/dD2u6kF.png http://i.imgur.com/UnKUbKt.png http://i.imgur.com/qnlcHKI.png http://i.imgur.com/2V5IWqt.png http://i.imgur.com/wj0fu6o.png need aditional f...