there are some decoders around like this one:
https://burnysc2.github.io/Factorio/Too ... Blueprint/
Search found 137 matches
- Sat Jan 25, 2025 9:45 pm
- Forum: General discussion
- Topic: Is there a way to decipher code from a blueprint?
- Replies: 5
- Views: 302
- Mon Jan 20, 2025 8:26 pm
- Forum: Gameplay Help
- Topic: Am I stuck on Gleba?
- Replies: 8
- Views: 516
Re: Am I stuck on Gleba?
the game creates an autosave on your first trip to a new planet. maybe start over from there?
- Fri Jan 10, 2025 2:39 pm
- Forum: Questions, reviews and ratings
- Topic: k2 and se in sa
- Replies: 7
- Views: 2294
Re: k2 and se in sa
Now already 2025. And still none of the (most popular) overhauls are actually updated for 2.0. :s
only 3 months after release. give the mod authors some time to play the expansion.
i have some small mods of my own, but i have not updated them yet, because even with a small mod it is a lot of ...
- Sun Dec 29, 2024 4:59 am
- Forum: Minor issues
- Topic: [2.0.28] Window is unresponsive during launch
- Replies: 4
- Views: 325
Re: [2.0.28] Window is unresponsive during launch
I have the same "problem" or behavior. but i never seen it as a bug, just the game loading its stuff from the disk.
Moving the game from HDD to SSD helped to shorten the time the window is unresponsive a lot.
In my experience a lot of games have this behavior on starting.
Moving the game from HDD to SSD helped to shorten the time the window is unresponsive a lot.
In my experience a lot of games have this behavior on starting.
- Sun Dec 15, 2024 2:28 pm
- Forum: Gameplay Help
- Topic: Radar Perma-Reveal
- Replies: 5
- Views: 312
Re: Radar Perma-Reveal
Roboports have radar coverage now too
- Sat Nov 23, 2024 12:05 am
- Forum: Ideas and Suggestions
- Topic: Agricultural Tower Grid
- Replies: 18
- Views: 1581
Re: Agricultural Tower Grid
+1
also let us see the grid from the map/remote view
also let us see the grid from the map/remote view
- Tue Nov 19, 2024 12:44 pm
- Forum: Ideas and Suggestions
- Topic: A view mode that ignores elevated rails
- Replies: 15
- Views: 1067
Re: A view mode that ignores elevated rails
i second this.
in places like this, its really hard to see or change things if there are elevated rails on top
2024-11-19 13_34_09-Factorio_ Space Age 2.0.20.png
maybe a solution like rollercoaster-tycoon where you could make the rides transparent but still see a hint of them would be a good ...
in places like this, its really hard to see or change things if there are elevated rails on top
2024-11-19 13_34_09-Factorio_ Space Age 2.0.20.png
maybe a solution like rollercoaster-tycoon where you could make the rides transparent but still see a hint of them would be a good ...
- Mon Nov 18, 2024 4:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][2.0.11] Super Force Building Over Belts Forces Incorrect Belt Orientation
- Replies: 9
- Views: 2842
Re: [kovarex][2.0.11] Super Force Building Over Belts Forces Incorrect Belt Orientation
i know its already fixed but my workaround for this was to just super force build it twice to get the correct result
- Mon Nov 11, 2024 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 23
- Views: 5243
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
+1
the selector combinator would be perfect for this. as it stated in the FFF it woud be a catch-all solution for niche applications like this
https://factorio.com/blog/post/fff-384
Since the scope of the Selector combinator is quite broad, there is also room for further functions we could give it ...
the selector combinator would be perfect for this. as it stated in the FFF it woud be a catch-all solution for niche applications like this
https://factorio.com/blog/post/fff-384
Since the scope of the Selector combinator is quite broad, there is also room for further functions we could give it ...
- Fri Nov 08, 2024 2:17 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 14666
Re: Friday Facts #436 - Lost in Translation
.
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P̷̧̪̯͔̪͈͉̖̲̣͖̐̋̓̓̏̅̀͛̈́̉͋̍̃͐͑͘̕̚l̸̛̛̼̜̖̣̞̻͕̆̋̂̓̉̌̌̀͊͆͘ě̸̡̻̠͙̙̼̹̭̱̘͚̘̰̰͓̠̹̺̥̳̦̟͉̦̱̠̥̟̻̥̱̦͐̒̅͆̔̂̃̈͊͛́̕͜ͅͅͅà̴̛̘̖̹̘͙̖̖͎̋̔̌͜ͅś̸̨̛̘̪͎͎̰̦̼́̍̔͊̊͋̿̿͗̏͋̈́͂̐̒̈́͒̆̽̔̅̋̎͑͝͠͠͝ȩ̶̢̡̥̺̥̭̤͖̣͔̜̪͙̜̤̱̫̤̻̱͇͓̰̝͚̤̖̩̖̙̥̪̀̊͑̈͋̌̃͗̾̈͒̾̈́̌͋̒̂͒͊̏̆̿̕̕͜͜͠͠ͅ ̶̨̛̱̏͆̽͋̊͗̏͛͛̀̾̊̊͆̉̀̈́̈̀̑́͝͝͠ą ...
- Tue Nov 05, 2024 6:08 pm
- Forum: Minor issues
- Topic: It's possible to get science - softlocked on Vulcanus.
- Replies: 18
- Views: 2971
Re: It's possible to get science - softlocked on Vulcanus.
if you manage to get yourself to vulcanus without power poles, you still can send some with your space platform
Umm... no? Power poles aren't needed on the space platform, if you didn't load them in, and don't have bots to load them from Nauvis, this will not be possible.
There was a very ...
- Tue Nov 05, 2024 2:55 pm
- Forum: Minor issues
- Topic: It's possible to get science - softlocked on Vulcanus.
- Replies: 18
- Views: 2971
Re: It's possible to get science - softlocked on Vulcanus.
if you manage to get yourself to vulcanus without power poles, you still can send some with your space platform
- Mon Oct 28, 2024 9:37 pm
- Forum: Not a bug
- Topic: [2.0.11] Circuit signal ALL ignores quality items
- Replies: 13
- Views: 759
Re: [2.0.11] Circuit signal ALL ignores quality items
I was about to create a bug report, but I found this post
This situation is really a problem.
In the original game, I was able to make a simple ore loading balancer, calculating the "arithmetic mean" between all chests.
0eNrll22OmzAQhu/in5XZxuYrcJVVFAGZJFbBIGPSphEH6D16sp6kM5Al6ZYtEKm/QqToDTN ...
- Tue Oct 22, 2024 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Please add "Left-click to throw" weapons again
- Replies: 5
- Views: 764
Re: Please add "Left-click to throw" weapons again
Hello,
you can rebind the key in the control settings under "use item" after rebind:
you can rebind the key in the control settings under "use item" after rebind:
- Tue Oct 22, 2024 3:57 pm
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 53950
Re: Version 2.0.7
can someone explain this?
what does it do? how to use it? i havent found anything in the fff posts relating to the circuit network
- Fri Oct 11, 2024 1:30 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 46232
Re: Friday Facts #432 - Aquilo
can we provide heat to the base with steam pipes also? or maybe let a heat exchanger work in both ways? (steam in/heat out)
- Wed Aug 28, 2024 6:09 pm
- Forum: Ideas and Requests For Mods
- Topic: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
- Replies: 8
- Views: 758
Re: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
you can use the vanilla loader (obtainable with the console or mods) to fill buildings up to the stack size
- Fri Aug 16, 2024 1:27 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 45334
Re: Friday Facts #424 - Gleba Pentapod Enemies
LEGGY
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Y
E
G
G
Y
- Sun Jul 14, 2024 3:37 pm
- Forum: Technical Help
- Topic: Error downloading mods: "CURL failed: code:56, 38; Failure when receiving data from the peer"
- Replies: 5
- Views: 614
Re: Am I the only one who can't download MODs??
maybe try a fresh install of factorio or check for file integrity if you are using steam.
- Sun Jul 14, 2024 2:30 am
- Forum: Ideas and Suggestions
- Topic: Rail-like smooth wall building.
- Replies: 7
- Views: 1117
Re: Rail-like smooth wall building.
As far as i understand it you should be able to crate a rail with a hitbox of that rail and add graphics that makes it look like a smooth wall. Maybe take a look at the cargo ships mod wich creates "water rails" for the ships.
Also there is some code in it that prevents normal locomotives being ...
Also there is some code in it that prevents normal locomotives being ...