Search found 73 matches
- Fri Oct 27, 2023 2:50 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 65163
Re: Friday Facts #382 - Logistic groups
So how much is the engineer going to weigh?
- Thu Apr 02, 2020 1:08 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1592735
Re: Bugs & FAQ
The pipes are not connected because of the pump
- Tue Mar 31, 2020 3:31 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1592735
Re: Bugs & FAQ
Playing Seablock - Angels Bio 0.7.5. When trying to put a stack of fish in a butchery with the standard left click while holding the stack in hand, all that happens is that one fish disappear. To add to the butchery, one must open it and then add the stack of fish.
It's because you are eating ...
- Thu Oct 10, 2019 3:21 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 371906
Re: pY Alien Life - Discussion
"I'm lost in my own factory! Where on nauvis am I? *sees the mark* "ohhh I'm near the bio-factories. Now to get more iron."pyanodon wrote: Wed Oct 09, 2019 10:34 am ahaha not anarchy symbol, sometimes we paint to mark areas to not get lost.
- Fri Oct 04, 2019 1:20 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 38594
Re: Friday Facts #315 - New test servers
All this running up to 1.0 stuff really feels like an era is nearing its end.
I bet there will be a feeling of satisfaction but also emptiness when the button to release 1.0 is pressed.
I bet there will be a feeling of satisfaction but also emptiness when the button to release 1.0 is pressed.
- Fri Sep 20, 2019 12:16 am
- Forum: Releases
- Topic: Version 0.17.69 - Stable 1
- Replies: 45
- Views: 37165
Re: Version 0.17.69
You beat me to it.
- Fri Aug 30, 2019 10:57 am
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 48428
Re: Friday Facts #310 - Glowing Heat pipes
Those glowing heat pipes look super nice.
Do they hurt you when you walk on them?
Do they hurt you when you walk on them?
- Tue Aug 13, 2019 5:24 pm
- Forum: Mods
- Topic: [Mod 0.17+] Omnimatter Naphtha Fix
- Replies: 0
- Views: 756
[Mod 0.17+] Omnimatter Naphtha Fix
This tiny mod adds in a very inefficient recipe for naphtha when omnimatter and science cost tweaker is active.
This is because naphtha is a component in SCT's blue science, however, omnimatter locks multiphase oil behind blue science, causing a deadlock.
https://mods.factorio.com/mod/omninaphthafix
This is because naphtha is a component in SCT's blue science, however, omnimatter locks multiphase oil behind blue science, causing a deadlock.
https://mods.factorio.com/mod/omninaphthafix
- Fri Aug 09, 2019 11:12 pm
- Forum: Modding help
- Topic: Invalid prototype array
- Replies: 3
- Views: 1656
Re: Invalid prototype array
It works now! Thanks for the help.
Unfortunately, I have ran into another problem.
The green house entity sprite (same as the lab) does not show up ingame. The input pipe connection is there but the rest isn't. I'm sure I have told the game to look for the lab sprite.
I can't post the code right ...
Unfortunately, I have ran into another problem.
The green house entity sprite (same as the lab) does not show up ingame. The input pipe connection is there but the rest isn't. I'm sure I have told the game to look for the lab sprite.
I can't post the code right ...
- Thu Aug 08, 2019 9:32 pm
- Forum: Modding help
- Topic: Invalid prototype array
- Replies: 3
- Views: 1656
Invalid prototype array
I am trying to make a greenhouse out of the base game assembly machine 3 so I copied over the AM3 entity info and changed what I needed but now it is
throwing an invalid prototype array error onto the screen and it beginning to be frustrating. I simply do not know how to fix it. Are there any ideas ...
throwing an invalid prototype array error onto the screen and it beginning to be frustrating. I simply do not know how to fix it. Are there any ideas ...
- Tue Aug 06, 2019 9:51 pm
- Forum: Mods
- Topic: [Mod 0.17+] Charcoal stuff
- Replies: 0
- Views: 825
[Mod 0.17+] Charcoal stuff
Not much to say here except that this mod adds in charcoal to use as fuel and a way to get rid of your old small power poles.
More stuff will be coming soon though however.
This is also my first mod so I am now entering a whole new world.
https://mods.factorio.com/mod/charcoalstuff
More stuff will be coming soon though however.
This is also my first mod so I am now entering a whole new world.
https://mods.factorio.com/mod/charcoalstuff
- Fri Jun 21, 2019 4:17 pm
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 28604
Re: Friday Facts #300 - Special edition
kovarex looks almost like the team is holding him hostage, forcing him to fix all the trains logic without sleeping.
Break the signals in the next update, if this is true. We will notify officials.
In the courtroom, 'you will be sentenced to optimising for the next 20 years.'
'Wait why are you ...
- Mon Jun 17, 2019 11:28 am
- Forum: General discussion
- Topic: Why i will never play 0.17
- Replies: 45
- Views: 23835
Re: Why i will never play 0.17
Same here. It looks like it the belts drops items on to the next belt like a conveyor with, say, rocks on it. Therefore it gives off a proper factory like feeling.
Big crash
The game crashes when looking at a large blueprint with many py buildings in it.
It also sometimes crashes when holding a PY building. (Only tested with the wood processing unit, the crystal mine didn't do anything when I tried it with that.)
The crashes to desktop after this popup.
It also sometimes crashes when holding a PY building. (Only tested with the wood processing unit, the crystal mine didn't do anything when I tried it with that.)
The crashes to desktop after this popup.
- Thu Feb 21, 2019 6:45 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 239836
Re: [0.17.x] Bob's Mods: General Discussion
I do see what you mean, but factorio is about automating things and the intermediate stuff might be somewhere in the base anyway ready to be picked up.
And no I don't work for IKEA lol
.
And no I don't work for IKEA lol

- Tue Feb 19, 2019 10:47 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 239836
Re: [0.17.x] Bob's Mods: General Discussion
You could make the mk1 assembler produce all tier 1 items(basic circuit board iron gears mk1 drills etc) and then the mk2 assembly machine which will do all tier 2 and 1 items plus mk3 assembly machine and so on
Which means manually sorting out what can be crafted in where by introducing a ...
- Mon Feb 11, 2019 4:32 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 239836
Re: [0.17.x] Bob's Mods: General Discussion
You could make the mk1 assembler produce all tier 1 items(basic circuit board iron gears mk1 drills etc) and then the mk2 assembly machine which will do all tier 2 and 1 items plus mk3 assembly machine and so on
- Fri Feb 01, 2019 5:45 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 109615
Re: Friday Facts #280 - Visual Feedback is the king
I have never seen any other dev(s) that are this dedicated to user experience.
Bravo I say, bravo
Bravo I say, bravo
- Fri Nov 09, 2018 7:28 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 57058
Re: Friday Facts #268 - The modern Biter
Factoria?Amarula wrote: Fri Nov 09, 2018 7:21 pmAlbert, Ernestas wrote: the Factorio planetHmm I think the Factorio planet needs a proper name: Factorium? Factination? Factinogo?
None of these seem quite right, I'll be interested to see what creative ideas the community generates![]()
- Sat Oct 06, 2018 12:17 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1592735
Re: Bugs & FAQ
I use shiny angels too and it happens there so thats probably the cause