This is priceless!
Very nice selector guy!
Search found 23 matches
- Fri Nov 10, 2023 3:08 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 101842
- Fri Sep 22, 2023 11:31 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 229
- Views: 86985
Re: Friday Facts #377 - New new rails
Old rails are fine
Please, add the bridge!
Please, add the bridge!
- Fri Mar 20, 2020 7:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.13] Crash: "Wrong number of logistic filters"
- Replies: 5
- Views: 3795
Re: [0.18.13] Crash: "Wrong number of logistic filters"
thanks a lot!
It's work!
It's work!

- Wed Mar 18, 2020 5:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.13] Crash: "Wrong number of logistic filters"
- Replies: 5
- Views: 3795
Re: [0.18.13] Crash: "Wrong number of logistic filters"
I don't really know what happened in night
but now I still have the same problem and some updates
I have old save created with Factorio 0.18.10 (QOL 2.4.0)
https://imgur.com/7mTpGfR
when I load it it shows me migrated content
I see removed logistic slots
https://imgur.com/8Wc2iPE
and everything ...
but now I still have the same problem and some updates
I have old save created with Factorio 0.18.10 (QOL 2.4.0)
https://imgur.com/7mTpGfR
when I load it it shows me migrated content
I see removed logistic slots
https://imgur.com/8Wc2iPE
and everything ...
- Wed Mar 18, 2020 12:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.13] Crash: "Wrong number of logistic filters"
- Replies: 5
- Views: 3795
Re: [0.18.13] Crash: "Wrong number of logistic filters"
after community help and some debug problem was solved
problem is related to mod https://mods.factorio.com/mod/qol_research
this mod adds some logistic slots
after 0.18.13 update (infinite logistinc slots) this additional logistic slots bonuses broke the game
turning off QOL doesn't reset bonuses ...
problem is related to mod https://mods.factorio.com/mod/qol_research
this mod adds some logistic slots
after 0.18.13 update (infinite logistinc slots) this additional logistic slots bonuses broke the game
turning off QOL doesn't reset bonuses ...
- Tue Mar 17, 2020 11:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.13] Crash: "Wrong number of logistic filters"
- Replies: 5
- Views: 3795
[0.18.13] Crash: "Wrong number of logistic filters"
Dear Factorio team!
Caught exception with new GUI in new Factorio v.0.18.13 (only this version, yesterday everything was good)
Tested 3 times, same exception
steps to reproduce:
1. load map, open Inventory - everything works good
2. you are in spaceship near Spaceship Console - open destination ...
Caught exception with new GUI in new Factorio v.0.18.13 (only this version, yesterday everything was good)
Tested 3 times, same exception
steps to reproduce:
1. load map, open Inventory - everything works good
2. you are in spaceship near Spaceship Console - open destination ...
- Wed Oct 16, 2019 12:40 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469481
Re: [MOD 0.17] Industrial Revolution
Hello Deadlock!
Your mod is really nice
Right now I'm playing Krastorio+Industrial Revolution megabase
And I'm really depressed with science recost
Screenshot 2019-10-16 at 15.28.04.png
According to the official wiki mining productivity research cost is an arithmetical progression.
https ...
Your mod is really nice
Right now I'm playing Krastorio+Industrial Revolution megabase
And I'm really depressed with science recost
Screenshot 2019-10-16 at 15.28.04.png
According to the official wiki mining productivity research cost is an arithmetical progression.
https ...
- Tue Jun 11, 2019 8:45 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 59876
Re: Tunnel or bridges for trains
We can look at real-world examples
just check https://en.wikipedia.org/wiki/Grade_(slope)#Railways
factorio-train has size 1x3 rail-tiles, assume that height is also 1, so tunnel depth (or bridge(ramp) height) should be 2.
It's just a triangle, where a=height/sin(slope)
so tunnel entrance should be ...
just check https://en.wikipedia.org/wiki/Grade_(slope)#Railways
factorio-train has size 1x3 rail-tiles, assume that height is also 1, so tunnel depth (or bridge(ramp) height) should be 2.
It's just a triangle, where a=height/sin(slope)
so tunnel entrance should be ...
- Sat Mar 02, 2019 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] [MacOS] Delays in control
- Replies: 87
- Views: 35927
Re: [0.17.4] [MacOS] Delays in control
Hello!
My factorio 0.17 is totally unplayable...
few days ago(0.17.2) i've found the problem, (post here: https://forums.factorio.com/viewtopic.php?f=182&t=65606#p402469)
Please have a look FPS on Mac (MBP mid15, i7, 16gb, but integrated video) - it was enough for 4rpm megabase 0.16
new small ...
My factorio 0.17 is totally unplayable...
few days ago(0.17.2) i've found the problem, (post here: https://forums.factorio.com/viewtopic.php?f=182&t=65606#p402469)
Please have a look FPS on Mac (MBP mid15, i7, 16gb, but integrated video) - it was enough for 4rpm megabase 0.16
new small ...
- Wed Feb 27, 2019 11:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Performance Issues [0.17.2]
- Replies: 10
- Views: 5134
Re: [posila] Performance Issues [0.17.2]
Wow! 57 fps is great!
Please have a look FPS on Mac (MBP mid15, i7, 16gb, but integrated video) - it was enough for 4rpm megabase 0.16
new small map, 0.17.2 vanilla
https://streamable.com/s/4eo7f/jkelfv
on 6-7th second i've hovered on the copper patch (~10 pieces), tooltip was shown on 15-30th ...
Please have a look FPS on Mac (MBP mid15, i7, 16gb, but integrated video) - it was enough for 4rpm megabase 0.16
new small map, 0.17.2 vanilla
https://streamable.com/s/4eo7f/jkelfv
on 6-7th second i've hovered on the copper patch (~10 pieces), tooltip was shown on 15-30th ...
- Wed Feb 27, 2019 2:24 pm
- Forum: Not a bug
- Topic: [0.17.1] Three numbers for percentage progress-value
- Replies: 2
- Views: 1311
[0.17.1] Three numbers for percentage progress-value

Can be reproduced during mod updates
073% looks pretty weird

- Sun Jun 24, 2018 11:51 am
- Forum: Mods
- Topic: [MOD 0.16.x] Storage Energistics
- Replies: 53
- Views: 21249
Re: [MOD 0.16.x] Storage Energistics
Hi Nividica !
very nice job!
I've tryed it a bit ypur mod:
+ Great new idea with transportation
+ In can easily replace bots!
+ In can replace rails when you set ~zero energy consumption
+ configurable power consumption can be changed to infinite research "Low energy transportation"
+ what about ...
very nice job!
I've tryed it a bit ypur mod:
+ Great new idea with transportation
+ In can easily replace bots!
+ In can replace rails when you set ~zero energy consumption
+ configurable power consumption can be changed to infinite research "Low energy transportation"
+ what about ...
- Fri Dec 29, 2017 8:37 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1640171
Re: Bugs & FAQ
Hi Angel!
Just started new MegaFactory with your awesome mods
And found 2 annoing bugs in recipes:
ONE(!) Lead Ingot from 20 Lead Plates and 8 Carbon
ONE(!) Tin Ingot from 20 Tin Plates 8 Coke
Its a bit less from my expectations (near 24 :))
Thank you for fix in advance
These are no recipe I ...
Just started new MegaFactory with your awesome mods
And found 2 annoing bugs in recipes:
ONE(!) Lead Ingot from 20 Lead Plates and 8 Carbon
ONE(!) Tin Ingot from 20 Tin Plates 8 Coke
Its a bit less from my expectations (near 24 :))
Thank you for fix in advance
These are no recipe I ...
- Fri Dec 29, 2017 3:48 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1640171
Re: Bugs & FAQ
Hi Angel!
Just started new MegaFactory with your awesome mods
And found 2 annoing bugs in recipes:
ONE(!) Lead Ingot from 20 Lead Plates and 8 Carbon
ONE(!) Tin Ingot from 20 Tin Plates 8 Coke
Its a bit less from my expectations (near 24
)
Thank you for fix in advance
Just started new MegaFactory with your awesome mods
And found 2 annoing bugs in recipes:
ONE(!) Lead Ingot from 20 Lead Plates and 8 Carbon
ONE(!) Tin Ingot from 20 Tin Plates 8 Coke
Its a bit less from my expectations (near 24

Thank you for fix in advance
- Fri Apr 14, 2017 1:40 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1145136
Re: Factorio Roadmap for 0.15 + 0.16
If 0.15 is not released soon this community will collaps in on itself, creating a vortex sucking each and everyone in, placing them in a hostile world where they need to mine iron and copper all day long and hide from biters.
fine for me but I'll be damned if there is no uranium to mine on that ...
fine for me but I'll be damned if there is no uranium to mine on that ...
- Fri Apr 14, 2017 10:04 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 713197
Re: Yuoki Industries - Informations, Suggestions, Questions
Underground tile factory used for decoration purposes
except Red Big Accumulator - you need one Cooling platform per accumulator
except Red Big Accumulator - you need one Cooling platform per accumulator
- Wed Apr 12, 2017 2:36 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 713197
Re: Yuoki Industries - Informations, Suggestions, Questions
So... Game without resources are successful. Thank you Yuoki for nice addon!
It's was a good training for Yuoki based megabase without resources in 0.15
Prerequisites:
Skip Burner Stage mod
poor rare chunks of coal, N4 and F7 ore's
[*]A lot of powerful aliens with Nature evolution mod (Aliens ...
It's was a good training for Yuoki based megabase without resources in 0.15
Prerequisites:
Skip Burner Stage mod
poor rare chunks of coal, N4 and F7 ore's
[*]A lot of powerful aliens with Nature evolution mod (Aliens ...
- Fri Apr 07, 2017 2:30 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Factorio python tooling
- Replies: 2
- Views: 6866
Re: Factorio python tooling
Hi!
I'm looking for factorio planner with active mods.
Your idea look very well, but I can't run it (mac)
I found few problems
Factorio path should be configurable, mine in
FACTORIO_PATH = os.path.join("/Applications/factorio.app", "Contents")
please add support of mods with spaces in name ...
I'm looking for factorio planner with active mods.
Your idea look very well, but I can't run it (mac)
I found few problems
Factorio path should be configurable, mine in
FACTORIO_PATH = os.path.join("/Applications/factorio.app", "Contents")
please add support of mods with spaces in name ...
- Tue Apr 04, 2017 10:00 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 713197
Re: Yuoki Industries - Informations, Suggestions, Questions
Hi Yuoki!
I just started new game with your mods and non resources on map... (except trees, water and biters)
It is totally impossible to get out of here....
Can you add some simple mod like "Gentleman pack of useful items, needed for live somewhere in the middle of nowhere"?
If you use one of ...
I just started new game with your mods and non resources on map... (except trees, water and biters)
It is totally impossible to get out of here....
Can you add some simple mod like "Gentleman pack of useful items, needed for live somewhere in the middle of nowhere"?
If you use one of ...
- Mon Apr 03, 2017 9:23 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 713197
Re: Yuoki Industries - Informations, Suggestions, Questions
Hi Yuoki!
I just started new game with your mods and non resources on map... (except trees, water and biters)
It is totally impossible to get out of here....
Can you add some simple mod like "Gentleman pack of useful items, needed for live somewhere in the middle of nowhere"?
I just started new game with your mods and non resources on map... (except trees, water and biters)
It is totally impossible to get out of here....
Can you add some simple mod like "Gentleman pack of useful items, needed for live somewhere in the middle of nowhere"?