Search found 99 matches
- Thu May 23, 2024 10:32 pm
- Forum: Not a bug
- Topic: Stone starter patch is inaccessible on the seed 1095719276
- Replies: 2
- Views: 702
Re: Stone starter patch is inaccessible on the seed 1095719276
If you really want to play on that map, the game does offer you a map editor with the command /editor . You can use that to build a path towards that stone patch. Furthermore, you can still place miners on that patch and use boxes or underground belts to move stone from the patch to your inventory/ ...
- Fri May 10, 2024 8:56 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 21233
Re: Friday Facts #410 - Rocket turret & Target priorities
Oh come ooooon! Give us a manual artillery control via circuit network! X, Y and FIRE! That is already possible with mods. It is just not possible to order a specfic turret to shoot a specific target, but getting the next best artillery to shoot at position X, Y via circuit signal is possible. Sadl...
- Wed Mar 06, 2024 10:54 am
- Forum: Outdated/Not implemented
- Topic: Constant combinator pulse
- Replies: 2
- Views: 422
Re: Constant combinator pulse
The feature you asked for is implemented in the mod https://mods.factorio.com/mod/pushbutton
- Sun Jan 28, 2024 7:52 am
- Forum: Modding help
- Topic: Deinit?
- Replies: 3
- Views: 472
Re: Deinit?
No. When the game opens a save file with a mod (lets call it modA), that the game doesnt run, the game has no access to modA. It should, however, be possible to have the init file of a different mod (modB), which is active, detect if modA is not active and if so, delete certain stuff, which modA cre...
- Thu Jan 18, 2024 12:46 am
- Forum: Implemented in 2.0
- Topic: Flip using F and G whith in-hand entities
- Replies: 7
- Views: 1226
Re: Flip using F and G whith in-hand entities
I am not sure if there was ever a confirmation of that, but the ability to mirror the outputs and inputs of chemplants and refineries has been discussed as a possible future feature. Thus, for some entities, especially already placed chem plants, flipping and double rotating may do two different thi...
- Sun Mar 05, 2023 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Let Tanks Flamethrower linger on ground like the hand held
- Replies: 3
- Views: 847
Re: Let Tanks Flamethrower linger on ground like the hand held
But where is the fun in not starting massive uncontrolled fires?
- Wed Jan 25, 2023 1:13 pm
- Forum: Modding help
- Topic: [SOLVED][Help] Lock item
- Replies: 7
- Views: 1578
Re: [Help] Lock item
Is the recipe called "electronic-stone-funrace" or "electric-stone-furnace"? There seems to be inconsitency between previous posts in this thread.
I think Hornwizter misspelled the recipe and with the right spelling it should work.
I think Hornwizter misspelled the recipe and with the right spelling it should work.
- Thu Sep 15, 2022 9:00 am
- Forum: Modding help
- Topic: [Solved] Skip intro but retain the crashsite
- Replies: 10
- Views: 1972
Re: Skip intro but retain the crashsite
Ok, I do not know how RNG is calculated. If it just depends on the game tick, that would be fine. But if saving as a scenario and then loading changes the RNG, this would be an issue. The amount of coal/stone dropped from coal rocks is a very important number for the first 5mins.
- Thu Sep 15, 2022 12:40 am
- Forum: Modding help
- Topic: [Solved] Skip intro but retain the crashsite
- Replies: 10
- Views: 1972
Re: Skip intro but retain the crashsite
If your TAS is set seed anyway, you could just save the game and export as a scenario after you manually skipped the intro. This scenario would then be the startpoint of your TAS. The issue with that is how to count the final time (do the few seconds during cut scence skip count) and if it did not c...
- Thu Sep 15, 2022 12:31 am
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 34
- Views: 11678
Re: Factorio confessions
It doesn't. It only turns off auto trash (stuff being moced from your inventory into the trash slots). The bots still will take stuff from your trash inventory.
- Tue Sep 13, 2022 8:41 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 8859
Re: Bots that are aware of their charge level and plan accordingly.
There is one problem I see with this suggestion. Say you have a poorly planned logistic network with a huge hole inside. Then, the bot which want to do a job at the other side of the hole leaves a roboport, calculates its recharging spot, realizes the closest recharge point is the roboport it just d...
- Tue Sep 13, 2022 8:25 pm
- Forum: Multiplayer
- Topic: Looking for players for MP
- Replies: 4
- Views: 2488
Re: Looking for players for MP
I just wanted to mention that there is a factorio discord https://discord.gg/factorio. It is very active and has a channel for searching for people to do multiplayer. You might want to look there
- Sun Sep 11, 2022 2:33 pm
- Forum: This Forum
- Topic: My topics keep getting :trashbin:ed
- Replies: 17
- Views: 3888
Re: My topics keep getting :trashbin:ed
There is this post viewtopic.php?f=7&t=3638
It says how you should write bug reports. If your posts did not cover the required information, that may be a reason to delete these posts.
It says how you should write bug reports. If your posts did not cover the required information, that may be a reason to delete these posts.
- Tue Sep 06, 2022 8:46 pm
- Forum: Not a bug
- Topic: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
- Replies: 5
- Views: 2224
Re: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
I strongly disagree with the "not a bug" assessment. When you place an item or ghost of any other entity and something is in the way, you at least get an on-screen message saying that something is in the way. When you place rails with rails in inventory, it just doesn't allow you to place ...
- Fri Jul 08, 2022 6:43 am
- Forum: Not a bug
- Topic: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue
- Replies: 3
- Views: 1133
Re: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue
This is not a bug. The productivity bonus only apllies to the net produced amount, which in this case, means the output heavy oil minus the input heavy oil. It used to work the way you described, but that was insanely broken, particular with the kovarex enrichment process. (40 to 41 u235 and you wou...
- Sun Feb 28, 2021 1:54 am
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 8358
Re: Combination of Crafting and Logistics Menu
Your assumptions may be true for vanilla, but just arent for mods. Bobs+angels regulary has more then 5 recipes that can output one item. Hiding all of these in some submenu that looks really awful to use is a bad plan. If you want to be technical and list all recipes having this item as part of the...
- Sun Feb 28, 2021 1:45 am
- Forum: Gameplay Help
- Topic: Blueprint flipping not working at all
- Replies: 8
- Views: 3428
Re: Blueprint flipping not working at all
Thats not how it works. You have to press f or g while you are holding it in your cursor and are about to place it. This is how the feature works.
- Wed Feb 10, 2021 10:59 pm
- Forum: Ideas and Suggestions
- Topic: Add a building where bots can recharge
- Replies: 6
- Views: 2236
Re: Add a building where bots can recharge
Just FYI mods like bobs logistics include these entities. It has robo chest, which has no logisitc and building range and just bot inventory, a zone expander, that has no charging and no inventory and just the ranges. And a charging pad, that charges bots. So it is possible to implement as a mod. (a...
- Wed Feb 03, 2021 8:53 pm
- Forum: General discussion
- Topic: Download stable?
- Replies: 2
- Views: 1279
Re: Download stable?
They are identical. "experimental" refers to the newest release. "stable" refers to the newest release, that has been marked as "stable". As the newest overall release is considered "stable", the agrre
- Tue Jan 26, 2021 3:37 am
- Forum: Minor issues
- Topic: [kovarex] [1.1.18] Ghost pipe removed by undergound pipe
- Replies: 1
- Views: 1422
[kovarex] [1.1.18] Ghost pipe removed by undergound pipe
When you have a straight line of ghost pipes and place a pair of underground pipes directely above and below, the ghost pipe is deleted. This does happen for a single unconnected non-ghost pipe, too. But for a ghost pipe, it happens even if the ghost pipe should be connected to an assembler or anoth...