Search found 19 matches
- Tue Nov 03, 2020 5:45 pm
- Forum: Off topic
- Topic: Factorio Logo font?
- Replies: 14
- Views: 25992
Re: Factorio Logo font?
Bump.... as 1.0 is out seems that the font should be released as well
- Wed Sep 02, 2020 8:38 am
- Forum: Multiplayer
- Topic: Streams of a MMO Factorio event!
- Replies: 1
- Views: 1736
Streams of a MMO Factorio event!
So the weekend is here, Got plans? Just going to play Factorio for 5 more minutes then realise the sun is rising again? Got some time? Want to play Factorio with a few friends? Well I've got some good news. This weekend we have a few friends getting together to do something simple, completely melt t...
- Wed Sep 02, 2020 8:38 am
- Forum: Multiplayer
- Topic: Operation: Molten Silicon ⚙️A MMO Event!
- Replies: 0
- Views: 1233
Operation: Molten Silicon ⚙️A MMO Event!
So the weekend is here, Got plans? Just going to play Factorio for 5 more minutes then realise the sun is rising again? Got some time? Want to play Factorio with a few friends? Well I've got some good news. This weekend we have a few friends getting together to do something simple, completely melt t...
- Tue Aug 18, 2020 7:55 am
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 7548
Re: Feature Request - RSS Data on Mod Portal
So Boskid i assume from Wubes end it would be fairly quick add a 'latest mods' rss feed, any thoughts on this? just the latest mod feed would be great! last 50 mods updated i think would cover anything we need
- Mon Aug 17, 2020 9:51 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.18.32] Map desync after loading replay
- Replies: 3
- Views: 4169
Re: [boskid][0.18.32] Map desync after loading replay
Can we get a BUMP please as we just encountered this same issue with 1.0
- Tue Aug 11, 2020 4:01 am
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 7548
Re: Feature Request - RSS Data on Mod Portal
+1 We have a automated bot that promotes any new mods by selected mod authors on our discord, and i have to say getting the system working was a nightmare, but then each time it IS working its broken within a few weeks due to changes in the mod portal. a RSS feed would be so much easier for us!
- Fri Jan 31, 2020 12:29 am
- Forum: Releases
- Topic: Version 0.18.3
- Replies: 48
- Views: 27974
Re: Version 0.18.3
Changes Overwriting a save file will show a confirmation if the selected save has more playtime on it than what you are about to save. (https://forums.factorio.com/47857) In 3 years of factorio for youtube and making a save after every episode i have never accidentally saved over a old save till to...
- Fri Jan 24, 2020 10:27 am
- Forum: Mods
- Topic: [MOD 0.15] Bullet Trails
- Replies: 15
- Views: 14611
Re: [MOD 0.15] Bullet Trails
Heya Earendel I was just wondering if bullet trails was going to be updated to 0.18, as love this mod!
I also wanted to ask if you wouldnt mind putting a link to this video demonstrating the mod: https://youtu.be/ctQriSEGpIg
I also wanted to ask if you wouldnt mind putting a link to this video demonstrating the mod: https://youtu.be/ctQriSEGpIg
- Fri Jan 24, 2020 9:11 am
- Forum: Won't implement
- Topic: [Request] Please add “turn_range” support to Artillery Guns
- Replies: 2
- Views: 1672
Re: [Request] Please add “turn_range” support to Artillery Guns
This is a great idea then we could have a REAL long range Gustav cannon, which could only fire in a narrow arc forward!
- Mon Jan 20, 2020 8:06 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 73340
Re: [MOD 0.16.x] Factorio Extended Plus
Lab MK1, Lab MK2, and lab MK3 seem to have the same 'speed' as listed in the hover tool tips once built.... not sure if this is intended and the bonus is from the extra module slots or if they are also intended to have a higher 'crafting speed'
- Tue Sep 03, 2019 1:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.66] Fluid mixing by overbuilding ghost with underground pipe
- Replies: 6
- Views: 4920
Re: [Dominik][0.17.66] Fluid mixing by overbuilding ghost with underground pipe
Best change log update ever!
- Sat Aug 03, 2019 12:51 am
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 66536
Re: Friday Facts #306 - Experimental Demo
I'm just whipping up a fix for this. My bus to Frankfurt (and then on to Australia for holidays) leaves in 40 minutes so I think i can squeeze in a bug fix for you all. Thanks for this, Coming to visit are you? I'm assuming that the choice to visit in winter was to avoid the EU heat wave... got bad...
- Fri Aug 02, 2019 6:47 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 66536
Re: Friday Facts #306 - Experimental Demo
So I tried the Experimental Demo.... by downloading the demo...
This was my results after running away from the biters...
I think the Bugs won!
This was my results after running away from the biters...
I think the Bugs won!
- Sun May 12, 2019 10:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.7] Syncing with save shows incorrect status for deprecated mods
- Replies: 12
- Views: 3961
Re: [0.17.7] Syncing with save shows incorrect status for deprecated mods
I'm sorry Rseding91 deprecated mods should be aviable for syncing, just as they are still on the portal for manual download! Right now there are at least some amount of players playing stable RIGHT now and lots of 0.16 mods have been marked as deprecated. On top of that we just ran into this problem...
- Thu Feb 28, 2019 10:43 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 53
- Views: 18120
- Sat Feb 09, 2019 2:09 am
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 46833
Re: Friday Facts #281 - For a Few Frames More
Would it be possible to cache the sprite atlases to disk (in some GPU friendly format) after they have been made so that they can be loaded directly the next startup? Go into the config and change ; Options: true, false ; cache-sprite-atlas=false to ; Options: true, false cache-sprite-atlas=true Ca...
- Fri Feb 08, 2019 2:59 am
- Forum: Implemented in 2.0
- Topic: Options for Tree & Rock Generation
- Replies: 22
- Views: 6220
MORE or less Rocks on map generation
TL;DR Slider to control the density of rocks on map generation What ? On map generation being able to choose how many rocks are on the map available for mining We already have dropdowns/sliders for ore/trees/water I would just like another one for rocks Why ? Some players hate random rocks, some pl...
- Sat Jul 07, 2018 11:18 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 61166
Re: Friday Facts #250 - Dead end conclusion
My only 2 requests for blueprints CAN I PLEASE SAVE Decon planners? so i can save pre-made ones i use in EVERY game Can i SAVE decon planners INTO a book? So i can have remove roboports/radars also saved in my solar blueprint My request for the inventory linking I do like the idea of having '10 bars...
- Sat Sep 09, 2017 7:26 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 418
- Views: 267413
Re: Performance optimization - post your saves
More train lag? Save file with mod list and also a save without mods is here 2 https://youtu.be/xmVzCfWSV7M Video showing 'train lag' when signalling is here https://youtu.be/dAKzJAkTuhQ?t=6m57s 400 Active trains on the network running on 350+K rail segments I hope this helps, i have also noticed th...