Search found 81 matches
- Fri Apr 19, 2024 9:47 pm
- Forum: Not a bug
- Topic: [1.1.107] nixie-tubes fails to load
- Replies: 2
- Views: 648
Re: [1.1.107] nixie-tubes fails to load
It all works fine now. Thanks for the quick reply!
- Fri Apr 19, 2024 9:16 pm
- Forum: Not a bug
- Topic: [1.1.107] nixie-tubes fails to load
- Replies: 2
- Views: 648
[1.1.107] nixie-tubes fails to load
After updating to the latest version I get this error: nixie_tube_error.png Failed to load mods: simhelper/funccapture.lua:249: attempt to call field 'upvalueid' (a nil value) stack traceback: simhelper/funccapture.lua:249: in function 'add_upval' simhelper/funccapture.lua:249: in function <simhelpe...
- Tue Dec 13, 2022 1:42 am
- Forum: General discussion
- Topic: Old item icons
- Replies: 2
- Views: 1388
Old item icons
I've been unsuccessfully trying to find all the old icons for the items in the game via google image. I've been playing since 2017 and I remember many of the icons looking way different, and I think some of them have gone through multiple iterations of appearance. There are some old pictures here an...
- Tue Apr 06, 2021 8:04 pm
- Forum: Show your Creations
- Topic: Pumpjack placement blueprint
- Replies: 4
- Views: 4927
Re: Pumpjack placement blueprint
So how the hell did you make this?
- Thu Mar 04, 2021 12:10 am
- Forum: Gameplay Help
- Topic: How do logistics robots weight what they deliver to?
- Replies: 2
- Views: 1477
Re: How do logistics robots weight what they deliver to?
So after posting this question I remembered I can just go find this out myself. logisticsplit.jpg The setup is providing infinite bricks into the provider chest and a single logistic robot transfers them into the requester chests (which are then offloading them into void chests). The chest on the ri...
- Wed Mar 03, 2021 9:52 pm
- Forum: Gameplay Help
- Topic: How do logistics robots weight what they deliver to?
- Replies: 2
- Views: 1477
How do logistics robots weight what they deliver to?
First to make sure I'm on the right page: Given 2 or more requester chests requesting the same amount of a single material (let's say Iron plates), and assuming there's insufficient supply of these items so that these chests never fill up: Does the logistic network always supply them evenly? Does th...
- Tue Feb 05, 2019 11:38 pm
- Forum: General discussion
- Topic: I Miss Alien Artifacts!
- Replies: 27
- Views: 10551
Re: I Miss Alien Artifacts!
I never fully agreed with removing alien research packs. I just think their use should've been changed - made non essential.
An alien research line would represent research on alien physiology etc, which would translate into attack bonuses and debuffs against certain types of biter.
An alien research line would represent research on alien physiology etc, which would translate into attack bonuses and debuffs against certain types of biter.
- Sun Dec 23, 2018 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Pressing WASD in a train sets it to manual
- Replies: 0
- Views: 893
Pressing WASD in a train sets it to manual
This is just a small quality of life improvement. It is often cumbersome having to set a train from auto to manual and back while sorting out a jammed train. However, there are circumstances where you want to be in a train and keep it automatic. The player makes their motive clear when they use any ...
- Fri Dec 21, 2018 2:35 am
- Forum: General discussion
- Topic: Why do Stone Furances Burn?
- Replies: 5
- Views: 3146
Re: Why do Stone Furances Burn?
Flamethrower fuel is actually Chlorine trifluoride, which ignites with rock, and pretty much everything else for that matter.
- Wed Dec 19, 2018 7:02 pm
- Forum: Ideas and Suggestions
- Topic: Better and faster repair packs
- Replies: 2
- Views: 1640
Re: Better and faster repair packs
Yes, unless you use rocket silos as defensive walls, I struggle to see cases where a faster repair pack would be of much additional benefit, nor do I see compelling reasons to make the MK2 repair pack over more MK1 repair packs. The speed of repair is never the limiting speed of anything in factorio...
- Mon Dec 17, 2018 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Clicking on the mini-map should center the radar view around the point clicked, rather than your person
- Replies: 2
- Views: 1380
Re: Clicking on the mini-map should center the radar view around the point clicked, rather than your person
Huh. I never noticed you could do this.
Yes, it seems obvious that you should be able to view on the part of the minimap that you click.
Yes, it seems obvious that you should be able to view on the part of the minimap that you click.
- Mon Dec 17, 2018 9:01 am
- Forum: Ideas and Suggestions
- Topic: Cursor placement in "Select a signal"
- Replies: 46
- Views: 15910
Re: Typing combinator values faster
Yes, this is a pain to do manually. Also i'm often taken off-guard when you try to delete the preset number and it won't let you, and you end up typing one too many zeros.
- Sun Dec 16, 2018 6:26 am
- Forum: Balancing
- Topic: Make mk 1 power armour 6 x 8 instead of 7 x 7
- Replies: 11
- Views: 4312
Make mk 1 power armour 6 x 8 instead of 7 x 7
On first glance, you'd think that the difference in slots between the two power armours (7 x 7 vs 10 x 10) wouldn't amount to much, but in fact, it is huge, and in my opinion, the gap is too big. In terms of space, the MK 1 has half that of the MK 2 (49 vs 100), but in terms of fitting the actual us...
- Tue Dec 04, 2018 7:10 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 25400
Re: Gigatrains: 720-car trains supplying a 10K science/min base
Wow. I must ask, what levels of infinite research have you reached so far?
Also, How long have you been playing on that save?
Also, How long have you been playing on that save?
- Tue Dec 04, 2018 6:41 am
- Forum: Gameplay Help
- Topic: Ensuring trains visit all stops with the same name fairly.
- Replies: 15
- Views: 7211
Re: Ensuring trains visit all stops with the same name fairly.
A counter ? Every station counts "+1" whenever supplied, and you always deliver to the lowest count needing supplies. I do not know enough about circuits to implement this. How would you add a +1 count to a station? How do you compare multiple signals to find the lowest? And how do you ge...
- Tue Dec 04, 2018 6:05 am
- Forum: Gameplay Help
- Topic: Ensuring trains visit all stops with the same name fairly.
- Replies: 15
- Views: 7211
Re: Ensuring trains visit all stops with the same name fairly.
Okay. When starting material production is greater than consumption there is no problem. I am not referring to that situation. I am referring to situations where because of a depleted mining base or because of a train deadlock (which seeing as I still don't truly understand train signals, is pretty ...
- Tue Dec 04, 2018 5:26 am
- Forum: Gameplay Help
- Topic: Ensuring trains visit all stops with the same name fairly.
- Replies: 15
- Views: 7211
Ensuring trains visit all stops with the same name fairly.
I am currently transitioning my base into a rail-based megafactory for the endgame. The plan is to have most of the intermediate products for research and launches produced in individual bases and transported by rail. Each output of one base (e.g. circuits) is delivered by train to one of many stati...
- Sun Nov 25, 2018 4:43 am
- Forum: Balancing
- Topic: Shotgun causes knockback
- Replies: 5
- Views: 3003
Re: Shotgun causes knockback
I guess so...
- Sat Nov 24, 2018 9:30 pm
- Forum: Balancing
- Topic: More bonuses to rocket launcher research
- Replies: 3
- Views: 2171
More bonuses to rocket launcher research
Just a little one. All rocket shooting speed bonuses should give an additional +1 range to the rocket launcher, and all (finite) rocket damage bonuses should increase the blast radius (say, by 0.5 units per tier) of the explosive rocket. It's nice to see the rocket launcher being useful against big ...
- Sat Nov 24, 2018 9:14 pm
- Forum: Balancing
- Topic: Shotgun causes knockback
- Replies: 5
- Views: 3003
Shotgun causes knockback
I've seen this suggested in a comment somewhere, but I don't believe it's been made into an actual suggestion. Shotguns need a little love. They are somewhat useful at the start of the game, and are greatly outclassed by the end of the game. Instead of trying to tweak the numbers until they fit into...