Search found 14 matches
- Mon Dec 02, 2024 11:45 pm
- Forum: Releases
- Topic: Version 2.0.23
- Replies: 26
- Views: 21622
Re: Version 2.0.23
Anyone having problems with jet pack after the update? even though it is installed after the 2.0.23 update it does not work
thx
Assuming you mean the jetpack mod by Earendel: According to "Mods" section in-game, there was an update from 27 NOV (v0.4.7) that makes the mod require version ...
- Fri Oct 20, 2023 1:00 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 87273
Re: Friday Facts #381 - Space Platforms
Two comments, both related to suspension of disbelief:
One: Exposed belts in space. Things would be flying about. It feels like bots-only in space would make more sense in terms of believability. But I get the point of making it belt-only. But exposed belt in space as a concept is just utterly ...
One: Exposed belts in space. Things would be flying about. It feels like bots-only in space would make more sense in terms of believability. But I get the point of making it belt-only. But exposed belt in space as a concept is just utterly ...
- Sat Jan 09, 2021 6:07 am
- Forum: Mods
- Topic: [MOD 0.13.0] Satellite Radar
- Replies: 62
- Views: 44862
Re: [MOD 0.13.0] Satellite Radar
Anyone know the changes needed to get this working in/compatible for 1.1.x?
- Fri Jun 05, 2020 1:15 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 67498
Re: Friday Facts #350 - Electric mining drill redesign
I kinda feel like the timing between drill movements (or "dwell time") should both be longer and independent of the effective drill speed. Seeing it move like every half-second with twelve beacons looks... Wasteful? The amount of "working" movement doesn't fit the amount of output, IMHO.
Personally ...
Personally ...
- Sat Feb 01, 2020 8:51 pm
- Forum: Questions, reviews and ratings
- Topic: Over/Under Splitter
- Replies: 0
- Views: 1016
Over/Under Splitter
Does anyone know if it's even possible to create an Over/Under Splitter such that one of each input/output is a regular belt and an underground belt?
If it is possible, I was hoping for it to be 2-blocks long and 1-wide. (I feel like that would kinda keep it on par with the normal splitters being 1 ...
If it is possible, I was hoping for it to be 2-blocks long and 1-wide. (I feel like that would kinda keep it on par with the normal splitters being 1 ...
- Tue Mar 12, 2019 4:28 am
- Forum: Ideas and Suggestions
- Topic: Change Factorio's numeric versionning system
- Replies: 38
- Views: 12200
Re: Version 0.17.11
I know this seems like a silly little thing, but when you guys release version, you should start with version .01 or .001. If you start with 0.17.1 and move to 0.17.9. your next release of 0.17.10 will suddenly jump up and throw all the previous releases out of order. I noticed this because it is ...
- Mon Jan 28, 2019 6:01 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 103951
Re: Friday Facts #279 - Train GUI & Modern Spitter
I'm still not convinced about the new texture of enemies. But nests are definitely too flat.
Otherwise, I support the checkpoint suggestion. Or any mechanic that prevents trains to stockpile when trying to reach the same station while others identical stations are free.
I agree about making ...
- Sat Jun 30, 2018 4:01 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 97239
Re: Friday Facts #249 - Dead end exploration
While you're at this with the blueprints, could we get something similar for Deconstruction Planners? (Or just integrate them into the Blueprint system?)
Since Decon-Planners can have filters, I find I would want to have several of them with preset filters... But I won't because it would clutter ...
Since Decon-Planners can have filters, I find I would want to have several of them with preset filters... But I won't because it would clutter ...
- Wed Mar 07, 2018 2:48 am
- Forum: Ideas and Suggestions
- Topic: "No path" and "missing station" alerts (example shown)
- Replies: 3
- Views: 2775
Re: "No path" and "missing station" alerts (example shown)
This would eliminate my need to install and track The Fat Controller mod, which does mostly this. Warnings are just text messages with the mod though. A clickable alert that centers you on the problem train in map view would be nice. (When you have dozens of trains spread across a large area and ...
- Wed Mar 07, 2018 2:43 am
- Forum: Ideas and Suggestions
- Topic: upgrade or reverse direction of belt segment
- Replies: 6
- Views: 8309
Re: upgrade or reverse direction of belt segment
There was actually a mod for mass belt reversal. Last I checked, it wasn't updated for 0.15+. (I don't recall using it in 0.15.x when I ported my 0.14 save and mods over.) It worked quite well. I think it was just called Belt Reverser.
*A one minute search later*
Ahahaha! Guess I was wrong about ...
*A one minute search later*
Ahahaha! Guess I was wrong about ...
- Sun Aug 13, 2017 2:33 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 165104
Re: Version 0.15.0
Crude oil question: how is it expected to work with distance?
Is it expected to start with more initial yield and slowly deplete to 20% or is it expected to stay somewhere higher, dependant on the distance?
https://forums.factorio.com/viewtopic.php?f=18&t=51713
My understanding is that oil wells ...
Is it expected to start with more initial yield and slowly deplete to 20% or is it expected to stay somewhere higher, dependant on the distance?
https://forums.factorio.com/viewtopic.php?f=18&t=51713
My understanding is that oil wells ...
- Sat Jun 24, 2017 10:18 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1178624
Re: Factorio Roadmap for 0.15 + 0.16
Having a train or wagon with only an equipment grid is actually a really cool idea, especially if there is a good variety of equipment you can use. I can imagine people would have fun creating complicated defense networks if you have lasers, shields, exoskeletons (which would have to be called ...
- Thu Jun 22, 2017 1:26 pm
- Forum: Releases
- Topic: Version 0.15.22
- Replies: 38
- Views: 29760
Re: Version 0.15.22
Just reverted back to 0.15.21 because of the Inserter changes, just to find out that my save can't be loaded, because I already saved it with the new version and apparently you can't load then. All autosaves are on the new version as well.
Please revert that change, it breaks all my unloading ...
Please revert that change, it breaks all my unloading ...
- Fri Apr 21, 2017 6:43 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 187692
Re: Friday Facts #187 - Space science & 0.15 graphics
Can we reuse the rocket?
Time for a mod to add reusable rocket tech infinite science, gradually increasing the chance of successful rocket recovery and re-use... ;)
If someone does this, I kinda hope it includes a "boat" vehicle that needs to be place in water somewhere to the right/east of the ...
Time for a mod to add reusable rocket tech infinite science, gradually increasing the chance of successful rocket recovery and re-use... ;)
If someone does this, I kinda hope it includes a "boat" vehicle that needs to be place in water somewhere to the right/east of the ...