Search found 9 matches

by RandomEngy
Fri Jul 14, 2017 4:14 am
Forum: Resolved Problems and Bugs
Topic: [0.15.29] Blueprint menu crashes game
Replies: 9
Views: 5779

Re: [0.15.29] Blueprint menu crashes game

Hitting the same issue, no mods. 0.002 2017-07-13 21:10:45; Factorio 0.15.29 (build 30708, win64, steam) 0.002 Operating system: Windows 10 (version 1703) 0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" "--window-size=maximized&qu...
by RandomEngy
Fri May 26, 2017 10:03 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 500846

Re: Simple Questions and Short Answers

How safe is a two-way railroad (with electricity) going through biter territory? I've had biters expand and knock out a power pole before. Would they do the same to a railroad?
by RandomEngy
Fri May 19, 2017 5:31 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149389

Re: Friday Facts #191 - Gui improvements

Sounds awesome. I hate when the filtered toolbar slot is empty and the stack is somewhere in my inventory. Also being able to ghost-place without the item sounds great! Would be cool to have a "last crafted" slot on the hotbar so you can easily grab and place whatever you just finished mak...
by RandomEngy
Sun Dec 04, 2016 6:06 am
Forum: Gameplay Help
Topic: Combinator displaying signal rules in alt view?
Replies: 8
Views: 6688

Re: Combinator displaying signal rules in alt view?

Thanks, Nexela! Was scouring the debug settings, didn't think to look in Graphics.
by RandomEngy
Sat Dec 03, 2016 6:19 pm
Forum: Gameplay Help
Topic: Combinator displaying signal rules in alt view?
Replies: 8
Views: 6688

Combinator displaying signal rules in alt view?

I've seen a few screenshots where the combinator signal rules were displayed right on the combinator itself, instead of just the direction arrows. However I can't seem to find any hotkey or debug setting for this in 0.14.21 . Does this exist? Was it in an alpha build or something?
by RandomEngy
Tue Dec 22, 2015 5:07 pm
Forum: Mods
Topic: [MOD 0.12.20] Overflow Valve
Replies: 6
Views: 16248

Re: [MOD 0.12.20] Overflow Valve

Seems pretty handy. Would be neat to modify the threshold here with a slider so you could prioritize different things like direct use vs cracking vs storage. I put mine in front of a small pump in front of my big storage tanks so they're only filled if not needed for other things.
by RandomEngy
Tue Dec 22, 2015 4:28 pm
Forum: Mods
Topic: [MOD 0.12.20] Overflow Valve
Replies: 6
Views: 16248

Re: [MOD 0.12.20] Overflow Valve

http://i.imgur.com/OV4fxuH.png?1 { "name": "overflow-valve", "version": "0.0.1", "title": "Overflow Valve", "author": "James Przybylinski", "description": "A Valve that acts like a pipe only when its inpu...
by RandomEngy
Wed Aug 20, 2014 10:00 pm
Forum: Ideas and Suggestions
Topic: Thoughts on campaign mission 3
Replies: 4
Views: 1943

Re: Thoughts on campaign mission 3

Did you also read the gameplay FAQ about that? I read through all of the forum threads discussing that mission. As far as I could tell the only way people beat it was either leapfrogging turrets into the base or rushing to grab the computer part. Neither of which seems like a very satisfying way to...
by RandomEngy
Wed Aug 20, 2014 5:55 am
Forum: Ideas and Suggestions
Topic: Thoughts on campaign mission 3
Replies: 4
Views: 1943

Thoughts on campaign mission 3

I just finished campaign mission 3 and I have a bit of feedback. This is the one where you start with a lot of resources and need to make some military things and retrieve a computer part. (Not sure if this is the best place for it, please move if I've got it wrong) So the way I thought this was set...

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