Search found 19 matches
- Fri Aug 07, 2020 9:57 am
- Forum: Mod portal Discussion
- Topic: Idea for the modportal site
- Replies: 0
- Views: 18691
Idea for the modportal site
I use the modportal via my browser always when I download a mod because I change almost always change some recepes Only for myself Every time there came a new major version of the game I don't know how to keep my mod changes before I update mods via ingame portal All changes that I made for myself a...
- Tue Aug 04, 2020 12:24 pm
- Forum: Gameplay Help
- Topic: Clock
- Replies: 7
- Views: 2411
Re: Clock
Koub - Please consider English is not my native language. Thanks you didnt (French I guess?) I clicked on your name and I saw France Indeed. My language is Dutch, I had French at school but it was terrible No wonder I couldnt find a topic about it :( Actually, there are surprisingly many : https://...
- Tue Aug 04, 2020 12:18 pm
- Forum: Gameplay Help
- Topic: Clock
- Replies: 7
- Views: 2411
Re: Clock
Rivatuner still does a good job: https://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.html It can also show your cpu temp etc but if you just need a clock it's fine. For what I can see in 5 minutes it is handy to have a second screen, I don't have the money to buy a 2nd An...
- Mon Aug 03, 2020 9:02 pm
- Forum: Gameplay Help
- Topic: Clock
- Replies: 7
- Views: 2411
- Mon Aug 03, 2020 9:00 pm
- Forum: Gameplay Help
- Topic: Clock
- Replies: 7
- Views: 2411
Re: Clock
No wonder I couldnt find a topic about it
- Mon Aug 03, 2020 1:26 pm
- Forum: Gameplay Help
- Topic: Clock
- Replies: 7
- Views: 2411
Clock
I am looking for a blueprint or instructions for a realtime clock in-game
This is what I want if possible:
A clock that display's the time of my computer
Or a link to the topic that I missed
This is what I want if possible:
A clock that display's the time of my computer
Or a link to the topic that I missed
- Mon Jul 13, 2020 1:29 pm
- Forum: Gameplay Help
- Topic: Question circuit network
- Replies: 6
- Views: 2568
Re: Question circuit network
You used the exact same item I did for the latchMassiveDynamic wrote: βMon Jul 13, 2020 11:51 am Try this post...
viewtopic.php?f=18&t=81820
Also a quick tutorial...
https://youtu.be/AIYma_dtEUo
I figured it out without your video but thanks
- Fri Jul 10, 2020 11:57 pm
- Forum: Gameplay Help
- Topic: Question circuit network
- Replies: 6
- Views: 2568
Re: Question circuit network
Even though I have 1300+ hours in this game
The circuit network is still too complicated for me Even with wiki explanation
The circuit network is still too complicated for me Even with wiki explanation
- Fri Jul 10, 2020 12:07 pm
- Forum: Gameplay Help
- Topic: Question circuit network
- Replies: 6
- Views: 2568
Question circuit network
I have a question about how to use some settings with the circuit network
I have a stack-inserter connected and it start at a specific amount of stuff
How do I set it so it start working at/above 50k items and it stops at/below 30k
And what do I need for this
I have a stack-inserter connected and it start at a specific amount of stuff
How do I set it so it start working at/above 50k items and it stops at/below 30k
And what do I need for this
- Sat Nov 23, 2019 12:06 am
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 32356
Re: Friday Facts #322 - New Particle system
@klonan I have an Idea for the new entity gui when i click a powerpole you see your current power with the amount of producers (solar, steam, nuclear) but not how much you can reach within that network. Why not adding an value with the max possible power you can get within that network with all same...
- Fri Nov 22, 2019 11:55 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 32356
Re: Friday Facts #322 - New Particle system
Now I know why my framerate is dropping when I go on a rampage with Nukes
- Fri Jul 19, 2019 12:13 pm
- Forum: Questions, reviews and ratings
- Topic: Mods in save games
- Replies: 7
- Views: 3127
Re: Mods in save games
I tried that with a very old version of the game but Factorio uses a hidden folder in my docs and thus you cant use 2 seperate installments The zip version doesn't need the installation, just unpack to the C:\games\ Nevermind I already finisht the main campaign and I wait until version 1.0 to do it...
- Thu Jul 18, 2019 3:27 pm
- Forum: Questions, reviews and ratings
- Topic: Mods in save games
- Replies: 7
- Views: 3127
Re: Mods in save games
I have 1 question: I have 1 savegame where i don't want to use mods so I can complete achievments. and I have a savegame where I do use mods. Solution: download zip archive version from the https://factorio.com/download/experimental and keep the steam version without mods. I tried that with a very ...
- Thu Jul 18, 2019 1:33 pm
- Forum: Questions, reviews and ratings
- Topic: Mods in save games
- Replies: 7
- Views: 3127
Re: Mods in save games
I have tested your tip
But it is not working.
I turned of all mods, started the campaign and saved the campaign.
Then I turned on all my installed mods, did NOT click that button you say loaded the campaign and all mods were active in that save
Current version factorio is 0.17.58
But it is not working.
I turned of all mods, started the campaign and saved the campaign.
Then I turned on all my installed mods, did NOT click that button you say loaded the campaign and all mods were active in that save
Current version factorio is 0.17.58
- Tue Mar 12, 2019 9:31 pm
- Forum: Questions, reviews and ratings
- Topic: Mods in save games
- Replies: 7
- Views: 3127
Mods in save games
I have 1 question: I have 1 savegame where i don't want to use mods so I can complete achievments. and I have a savegame where I do use mods. Is there a way to switch between them without changing modsettings and thus reloading the game. The way I do this now is verry annoying: going to modportal sw...
- Tue Dec 19, 2017 8:47 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1050898
Re: Factorio Roadmap for 0.16+
Is there a way to Manualy update mods? Or do I have to Wait for the mod_builder to update Or Can somebody paste a link to the right topic I can modify some resepis in mods, but it is to complicated for me to build my own mods You can try to change these things in info.json, but it would work only i...
- Mon Dec 18, 2017 5:18 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1050898
Re: Factorio Roadmap for 0.16+
We have (with the basic game) the ability to build crafting machine mk3 Is there a possibility that there come more buildings with higher speed and power? Such as the solar Panel MK2-MK3 + accumulators Refinery MK2-MK3 I don't want to use too many mods And something else: Is there a way to Manualy u...
- Wed Nov 01, 2017 7:07 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1050898
Re: Factorio Roadmap for 0.16+
Can you please bring back the alien artefacts; if I play a peacefull game is is totaly useless to place alien bases (in mapcreator)
With the artefacts create the 8th science pack ( dark blue or something)
When I place Powerpoles on resource patches (especialy Iron Ore) I can't see its radius
With the artefacts create the 8th science pack ( dark blue or something)
When I place Powerpoles on resource patches (especialy Iron Ore) I can't see its radius
- Wed Nov 01, 2017 6:58 pm
- Forum: Releases
- Topic: Version 0.15.37
- Replies: 39
- Views: 35433
Re: Version 0.15.37
Since This update my game freezes sometimes
I have a highend game system
I have a highend game system