Search found 218 matches
- Tue Jan 28, 2025 4:08 pm
- Forum: Gameplay Help
- Topic: toggle to hide pinned locations?
- Replies: 4
- Views: 426
Re: toggle to hide pinned locations?
I need this
- Fri Nov 15, 2024 9:55 am
- Forum: Bug Reports
- Topic: [2.0.12] Train does not move between stops with same name (MR)
- Replies: 19
- Views: 3132
Re: [2.0.12] Train does not move between stops with same name, conditions flash rapidly
Same issue for me, disabling train stop doesn't work
- Fri Nov 15, 2024 5:39 am
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 11815
Re: Version 2.0.18
Mod error: toggle-personal-logistics-x32.png not found
- Sun Mar 24, 2019 9:15 pm
- Forum: Off topic
- Topic: Anyone from Ukraine, Kyiv here?
- Replies: 0
- Views: 3893
Anyone from Ukraine, Kyiv here?
Let's meet
- Mon Mar 18, 2019 2:43 am
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 50650
Re: Hotkey to replace existing structures with blueprint
It's often required for placing main bus splitting blueprint.
Also for copy-pasting.
Also for copy-pasting.
- Sat Mar 16, 2019 7:52 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 184850
Re: [MOD 0.16] Miniloader
Just to clarify, it’s not so much the chasing. It’s that every inserter picking up from a belt segment selects an item to chase and pick up at the start of each tick. So adding more inserters and increasing inserter speed still hits this fundamental limit of 1 item targeted per tick.
I thought ...
- Sat Mar 16, 2019 4:50 pm
- Forum: Not a bug
- Topic: [Oxyd] [0.17.14] Empty research queue when opening from mod
- Replies: 4
- Views: 2324
[Oxyd] [0.17.14] Empty research queue when opening from mod
I have some research in progress:
but when I open research window from FNEI it's empty
but when I open research window from FNEI it's empty
- Sat Mar 16, 2019 3:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.14] Crash when opening map settings from editor
- Replies: 2
- Views: 2333
- Sat Mar 16, 2019 1:55 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 184850
Re: [MOD 0.16] Miniloader
Looks like this feature sometimes doesn't work in my example (even with belt-chest-belt).Miniloaders at "Ultra fast" and faster speeds use vanilla loader entities in addition to inserters, giving a max throughput of ~180 items/second when interacting with chests and other containers
- Sat Mar 16, 2019 12:28 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 184850
Re: [MOD 0.16] Miniloader
Then why it's unloading initially from the duplicating chest with full compression?Therax wrote: Sat Mar 16, 2019 6:09 am Miniloaders are based on inserters and inserters are limited to 60 items/s when pulling from belts. Any belts faster than 60 items/s are going to see some strange behavior.
- Sat Mar 16, 2019 3:23 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 184850
Re: [MOD 0.16] Miniloader
I found an issue with compression of ultimate belts:
Update: the second case (belt-chest-belt) now works correctly, it's some rare bug.
Update: the second case (belt-chest-belt) now works correctly, it's some rare bug.
- Fri Mar 15, 2019 11:15 am
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 56539
Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause
Really? Man, you had to change only info.json for 0.16 but you didn't. Now it's going to be even harder
- Mon Mar 11, 2019 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Pipette: craft item under cursor
- Replies: 0
- Views: 853
Pipette: craft item under cursor
Thank you devs, I'm very enjoing the new pipette with quickbar (as it now easily gives ghosts for missing items) and I could even play without the PickerExtended mod but I'm still missing one very QoL feature which is very important for me. It's an ability to craft item under cursor. Each time when ...
- Mon Mar 11, 2019 5:48 pm
- Forum: Mods
- Topic: [MOD 0.17] Auto Time
- Replies: 10
- Views: 5867
Re: [MOD 0.16] Auto Time
Updated to 0.17
- Sun Mar 10, 2019 6:51 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for content adding mods without tiers grind
- Replies: 8
- Views: 3501
Re: Looking for content adding mods without tiers grind
I tried and no, the fantasy ores are still there even without bobores and bobplates. I would also like to use only AngelsSmelting without the refining and petrochem but it's a strong dependency.
- Sun Mar 10, 2019 12:31 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for content adding mods without tiers grind
- Replies: 8
- Views: 3501
Re: Looking for content adding mods without tiers grind
As I already said - Cargoships, Aircraft - add mechanics to travel through sea and air.
May be some teleportation mods - not all of them cheaty, you may need a lot of electricity for them.
Rampant adds new enemy types with different attacks and resistance, also more complex AI.
MIRV - launch rockets ...
May be some teleportation mods - not all of them cheaty, you may need a lot of electricity for them.
Rampant adds new enemy types with different attacks and resistance, also more complex AI.
MIRV - launch rockets ...
- Thu Mar 07, 2019 9:16 pm
- Forum: Not a bug
- Topic: [0.17.6] Error joining server: "Trying to apply migration...while joining a multiplayer game"
- Replies: 1
- Views: 1308
[0.17.6] Error joining server: "Trying to apply migration...while joining a multiplayer game"
When attempting to connect to any multiplayer game (even without any mods installed) I always get the same error:
Не удалось загрузить скачанную карту: Trying to apply migration 2018-08-03_Factorio_0.17.0.lua (Base Mod) while joining a multiplayer game
Previously it worked in the same version ...
Не удалось загрузить скачанную карту: Trying to apply migration 2018-08-03_Factorio_0.17.0.lua (Base Mod) while joining a multiplayer game
Previously it worked in the same version ...
- Thu Mar 07, 2019 8:22 pm
- Forum: Ideas and Suggestions
- Topic: Factorio needs to be brighter (w/ images and source code)
- Replies: 27
- Views: 11251
Re: Factorio needs to be brighter (w/ images and source code)
And now I can't use SweetFX because Factorio uses DirectX instead of OpenGL on Windows.
- Thu Mar 07, 2019 2:04 am
- Forum: Questions, reviews and ratings
- Topic: Looking for content adding mods without tiers grind
- Replies: 8
- Views: 3501
Looking for content adding mods without tiers grind
In my opinion, Bob, angel, FactorioExtended mods just add more repetitive stuff but nothing really new to the gameplay. What's the point to go from MK5 to MK6? It's the same, just has better stats but doesn't provide me with any new possibilities. I'm looking for big content adding mods that really ...
- Tue Mar 05, 2019 11:26 pm
- Forum: Multiplayer
- Topic: [EU][RU/EN] LFG Looking for buddies to play co-op in 0.17
- Replies: 0
- Views: 1300
[EU][RU/EN] LFG Looking for buddies to play co-op in 0.17
Hi, I've played Factorio 0.16 already till rocket launch so I consider myself pretty experienced. I much prefer playing with others and I was wondering if anyone wanted to start a multiplayer world with me.
Here is my mod list, it's mainly QoL things + Rampant. Feel free to suggest other mods but ...
Here is my mod list, it's mainly QoL things + Rampant. Feel free to suggest other mods but ...