
Search found 23 matches
- Sun Jul 11, 2021 10:16 pm
- Forum: Gameplay Help
- Topic: How to equip armor?
- Replies: 2
- Views: 5370
Re: How to equip armor?
OMG!
I paid no attention to the bottom left slot because I played this game for years with the armor in the bottom right slot.. Thank you xD

- Sun Jul 11, 2021 8:23 pm
- Forum: Gameplay Help
- Topic: How to equip armor?
- Replies: 2
- Views: 5370
How to equip armor?
Hello,
I've started playing again for the first time since 0.17. Now I want to equip armor but the bottom right slot is missing. The wiki still mentions that I need to put armor in the bottom right slot.
Has this been changed in recent versions? How can I equip armor now?
https://i.imgur.com ...
I've started playing again for the first time since 0.17. Now I want to equip armor but the bottom right slot is missing. The wiki still mentions that I need to put armor in the bottom right slot.
Has this been changed in recent versions? How can I equip armor now?
https://i.imgur.com ...
- Mon Dec 11, 2017 8:05 pm
- Forum: Technical Help
- Topic: Both save files corrupt. 500 hour factory.. Help!
- Replies: 1
- Views: 967
Both save files corrupt. 500 hour factory.. Help!
Hello,
I keep 2 save files for all my factories. My largest factory almost 500 hour in has become corrupt. 2 corrupt save files. How??
Is there anything you can do?
I keep 2 save files for all my factories. My largest factory almost 500 hour in has become corrupt. 2 corrupt save files. How??
Is there anything you can do?
- Sat Oct 28, 2017 11:13 am
- Forum: Technical Help
- Topic: Recommended System Requirements for mega bases?
- Replies: 7
- Views: 5601
Re: Recommended System Requirements for mega bases?
To be honest a ups friendly factory design is probably more important than what processor you are running. I suggest having a look at Xterminators sending supporters to space base. It does about 4k science per minute (including 4 rockets per minute) at decent ups. https://www.youtube.com/watch?v ...
- Fri Oct 27, 2017 10:53 am
- Forum: Technical Help
- Topic: Recommended System Requirements for mega bases?
- Replies: 7
- Views: 5601
Re: Recommended System Requirements for mega bases?
Thx Guys, I will have a look at those.
Looking forward to belt optimized branch for 0.16. I hope that will give my base the performance boost it needs now
Looking forward to belt optimized branch for 0.16. I hope that will give my base the performance boost it needs now

- Thu Oct 26, 2017 7:17 pm
- Forum: Technical Help
- Topic: Recommended System Requirements for mega bases?
- Replies: 7
- Views: 5601
Recommended System Requirements for mega bases?
Hi All,
I love Factorio and play every day. I have a 300+ hour, 1 rkt/minute megabase, which takes 5.7 GW of Power and has 155 trains running.
I have the following hardware:
- CPU: Intel Core i5 4590 @ 3.3 Ghz.
- GPU: GTX 970
The base runs about 17 FPS/UPS constantly, and sometimes slows down to ...
I love Factorio and play every day. I have a 300+ hour, 1 rkt/minute megabase, which takes 5.7 GW of Power and has 155 trains running.
I have the following hardware:
- CPU: Intel Core i5 4590 @ 3.3 Ghz.
- GPU: GTX 970
The base runs about 17 FPS/UPS constantly, and sometimes slows down to ...
- Sat Sep 30, 2017 12:41 pm
- Forum: Gameplay Help
- Topic: Robots keep turning back to Roboport where they left off
- Replies: 6
- Views: 3196
Re: Robots keep turning back to Roboport where they left off
Thx for the feedback everyone
I think I'm gonna seperate the networks then..
Cheers!

Cheers!

- Thu Sep 28, 2017 10:25 pm
- Forum: Gameplay Help
- Topic: Robots keep turning back to Roboport where they left off
- Replies: 6
- Views: 3196
Robots keep turning back to Roboport where they left off
Hi all,
I noticed that on one of my remote outposts, the robots keep turning back to the roboports where they left off, instead of flying to their destination. I believe this is due to their destination being the main base, far away.
Why are the robots not flying via the roboports? And how can I ...
I noticed that on one of my remote outposts, the robots keep turning back to the roboports where they left off, instead of flying to their destination. I believe this is due to their destination being the main base, far away.
Why are the robots not flying via the roboports? And how can I ...
- Fri Jul 28, 2017 2:48 pm
- Forum: Mods
- Topic: [MOD 0.15] Upgrade planner
- Replies: 28
- Views: 17423
Re: [MOD 0.15] Upgrade planner
Works ok now. Thx a lot 

- Fri Jul 28, 2017 12:06 am
- Forum: Mods
- Topic: [MOD 0.15] Upgrade planner
- Replies: 28
- Views: 17423
Re: [MOD 0.15] Upgrade planner
Unfortunately, another error. This one causes the game to crash:
- Fri Jul 28, 2017 12:03 am
- Forum: Mods
- Topic: [MOD 0.15] Upgrade planner
- Replies: 28
- Views: 17423
Re: [MOD 0.15] Upgrade planner
One last thing. There's an empty button left behind by the previous version of your mod:
- Thu Jul 27, 2017 11:51 pm
- Forum: Mods
- Topic: [MOD 0.15] Upgrade planner
- Replies: 28
- Views: 17423
Re: [MOD 0.15] Upgrade planner
Wow thx for the quick fix d3x0r
Works like a charm again!

- Thu Jul 27, 2017 11:11 pm
- Forum: Mods
- Topic: [MOD 0.15] Upgrade planner
- Replies: 28
- Views: 17423
Re: [MOD 0.15] Upgrade planner
Hi All,
This mod version was just updated for me. Now when I loaded my game I got a message "Removed Item: Upgrade builder." and "Removed recepe: Upgrade builder".
The upgrade builder still shows in the Gui, but with some errors:
This mod version was just updated for me. Now when I loaded my game I got a message "Removed Item: Upgrade builder." and "Removed recepe: Upgrade builder".
The upgrade builder still shows in the Gui, but with some errors:
- Mon Jul 10, 2017 7:33 pm
- Forum: Not a bug
- Topic: Create new ore patch command from wiki not working
- Replies: 4
- Views: 3428
Re: Create new ore patch command from wiki not working
This happens even when pressing the key very quickly. I don't think that I'm holding it too long 

- Sun Jul 09, 2017 8:30 pm
- Forum: Not a bug
- Topic: Create new ore patch command from wiki not working
- Replies: 4
- Views: 3428
Re: Create new ore patch command from wiki not working
I may have found the cause for this. I open the console with the ` key. The command works when pressing backspace once, just after opening the console. Maybe ` is not a good key for opening the console as it appears to be interferring with the commands?
- Sun Jul 09, 2017 8:16 pm
- Forum: Not a bug
- Topic: Create new ore patch command from wiki not working
- Replies: 4
- Views: 3428
Create new ore patch command from wiki not working
I just tried this command from the wiki :
/c local surface = game.player.surface;
local ore = nil
local size = 5
local density = 10
for y=-size,size do
for x=-size,size do
a = (((size+1) - math.abs(x))*10)
b = (((size+1) - math.abs(y))*10)
if a < b then
ore = math.random(((a*density)-(a ...
/c local surface = game.player.surface;
local ore = nil
local size = 5
local density = 10
for y=-size,size do
for x=-size,size do
a = (((size+1) - math.abs(x))*10)
b = (((size+1) - math.abs(y))*10)
if a < b then
ore = math.random(((a*density)-(a ...
- Sun Jul 02, 2017 12:05 am
- Forum: Not a bug
- Topic: Can't align blueprint to grid
- Replies: 4
- Views: 5421
Re: Can't align blueprint to grid
Hmm I understand. Yet if the rail system didn't connect, that would be solvable by manually placing the rail, right? Everything has a 1x1 grid and rail has a 2x2. It would be awesome if blueprint placement would be compatible with both systems.
- Sat Jul 01, 2017 11:44 pm
- Forum: Not a bug
- Topic: Can't align blueprint to grid
- Replies: 4
- Views: 5421
Re: Can't align blueprint to grid
I have come across this issue more often. After some testing, it only occurs when the blueprint contains rails. One rail block is the same size as "2 grid blocks". Yet still, I'd like to place a blue print in such way that the existing belts can connect with those in the blue print...
- Sat Jul 01, 2017 11:30 pm
- Forum: Not a bug
- Topic: Can't align blueprint to grid
- Replies: 4
- Views: 5421
Can't align blueprint to grid
I have come across an annoying issue when placing blueprints. Sometimes it is not possible to align to the grid perfectly. To ensure we use the same terminoligy, let's say an inserter is "1 grid block". When I try to place my blueprint, it always jumps "2 grid blocks", so i cannot align it.
Here ...
Here ...
- Fri Jun 30, 2017 9:34 am
- Forum: Resource Spawner Overhaul
- Topic: How to prevent the ore from overlapping?
- Replies: 2
- Views: 3260
Re: How to prevent the ore from overlapping?
Well apparently I had traveled not far enough from my previous borders. I have executed a console command to reveal the map around me, and it has revelead new patches of ore which are larger and contain up to 64M of ore.
I will have to make long train routes, but at least I have the large patches ...
I will have to make long train routes, but at least I have the large patches ...