Search found 51 matches

by Hiekie
Fri Nov 15, 2024 10:16 am
Forum: General discussion
Topic: Well, Fulgora sucks [Spoilers]
Replies: 59
Views: 5804

Re: Well, Fulgora sucks [Spoilers]

I had sticked 2 speed modules 3 and 2 quality modules 2 on the green assembler machines.
I now removed the speed modules and put 2 more quality 2 modules on the machines, will see if i will get some higher quality accumulators now..
by Hiekie
Fri Nov 15, 2024 8:59 am
Forum: General discussion
Topic: Well, Fulgora sucks [Spoilers]
Replies: 59
Views: 5804

Re: Well, Fulgora sucks [Spoiler] or lack thereof

MeduSalem wrote: ↑Mon Nov 04, 2024 3:46 pm
Yea, currently I have a huge array of Q3 accumulators that happened naturally as side product of the EM science production.
How do you craft higher quality accumulators? i have already put some quality modules on the Accumulator assembling machines but i only keep receiving normal accumulators
by Hiekie
Sun Nov 10, 2024 10:56 am
Forum: Ideas and Suggestions
Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Replies: 67
Views: 4949

Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

I am also figuring out the power of Fulgora, i tried moving the 2 different sorts of concrete moving around the oil oceans and no luck. If you were even able to place reinforced concrete (it must still be some kind of a challenge ;) ) on the light oil oceans the powernetwork will maybe look a little...
by Hiekie
Sat Nov 09, 2024 8:08 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1815
Views: 587848

Re: Simple Questions and Short Answers

Got to space, put solar pannels down and built a science base.... But I think I got low power..... Ughh.... How do I open the Electrical Network Info Panel in Space? On planet, I just clicked a power pole. BUT no power poles needed in space bases. Tried searching for a hot key in settings, could no...
by Hiekie
Thu Oct 31, 2024 8:22 pm
Forum: Ideas and Suggestions
Topic: [Vanilla / Space age] Module Requester on buildings
Replies: 2
Views: 131

Re: [Vanilla / Space age] Module Requester on buildings

Didn't know this was possible everywhere using the remote viewer.
The idea i had was just without the remote viewer and click a buildings module slot
by Hiekie
Thu Oct 31, 2024 7:51 pm
Forum: Ideas and Suggestions
Topic: [Vanilla / Space age] Module Requester on buildings
Replies: 2
Views: 131

[Vanilla / Space age] Module Requester on buildings

This is more a QOL Idea: What: When a building is selected you see module slots. when you hover over it you can see which modules the building allows. Feature: once you have robots it would be nice if you could just click the module slot on the building and select the module you want to be placed th...
by Hiekie
Thu Oct 31, 2024 7:37 pm
Forum: Gameplay Help
Topic: How to deliver items between space platforms?
Replies: 5
Views: 11319

Re: How to deliver items between space platforms?

True, and those asteroids are a pain for me to, can't make a succesfull trip to other planets, asteroids continuesly break down everything.

I am really missing the delivery cannons which are part of the space exploration mod
by Hiekie
Wed Oct 30, 2024 4:24 pm
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 71
Views: 70061

Re: Space Platform 101 Discussion

I have not much luck in the game, i already lost several platforms while traveling to vulcanus can't figure this out and ran stuck..
by Hiekie
Mon Oct 28, 2024 8:41 pm
Forum: Frequently Suggested / Link Collections
Topic: Use of Monitors (Dualscreen..., more than 60 FPS ...)
Replies: 23
Views: 28167

Re: Use of Monitors (Dualscreen..., more than 60 FPS ...)

Multi monitor support +1 :D
I would suggest the " normal gameplay" on screen 1, Screen 2 a view of your space platform or mapview or stats or .. (you call it :D )
by Hiekie
Wed Oct 23, 2024 2:56 pm
Forum: Ideas and Suggestions
Topic: [2.x] Character does not move with exiting Editor mode
Replies: 2
Views: 117

Re: [2.x] Character does not move with exiting Editor mode

Resolved for my playground save,
Thanx!
by Hiekie
Wed Oct 23, 2024 2:46 pm
Forum: Ideas and Suggestions
Topic: [2.x] Character does not move with exiting Editor mode
Replies: 2
Views: 117

[2.x] Character does not move with exiting Editor mode

Maybe it's not really a bug but changed behavior in Factorio 2.x I have beside my normal game a second save which i use for testing and viewing things and thereby switching on and off to the editor mode. i use that editor mode primairily for modifying / editing my blueprints. (so you don't have to w...
by Hiekie
Wed Oct 23, 2024 11:01 am
Forum: Resolved Problems and Bugs
Topic: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1
Replies: 15
Views: 2639

Re: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1

Whola! it looks like it worked now with the new patch!

Thanx! even the very tight turns are there, this is better than ever thought! thanx!
by Hiekie
Wed Oct 23, 2024 10:51 am
Forum: General discussion
Topic: Space Age general Questions
Replies: 144
Views: 33514

Re: Space Age general Questions

So, just started a fresh vanilla Space Age game. I like to play at least one play through vanilla. I know I had all mods off before installing the DLC. But just noticed "Alien Biomes" was running in my save. This may sound like a silly question, but kinda makes sense. Is it required? No, ...
by Hiekie
Tue Oct 22, 2024 2:02 pm
Forum: Resolved Problems and Bugs
Topic: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1
Replies: 15
Views: 2639

Re: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1

I tried this and it sadly failed,

Maybe my version 1.1 is already corrupted with the garbled rail blueprints.
Rest me nothing then loading everything in my game i think, move / replace where needed and resave into the blueprint library?
by Hiekie
Tue Oct 22, 2024 11:38 am
Forum: Resolved Problems and Bugs
Topic: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1
Replies: 15
Views: 2639

Re: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1

Thanx!

The files are there, i hope i can make Factorio run on a laptop which has not touched the internet for a longer time.
I will need a 1.1 version to export my bluerprint strings and import them into my current version?
by Hiekie
Tue Oct 22, 2024 10:04 am
Forum: Resolved Problems and Bugs
Topic: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1
Replies: 15
Views: 2639

Re: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1

I am seeing this thread way to late..
All my custom made rail prints (and that were a lot) are garbage now...

No backup available of my old library anymore :(
by Hiekie
Tue Oct 22, 2024 9:52 am
Forum: General discussion
Topic: Space Age general Questions
Replies: 144
Views: 33514

Re: Space Age general Questions

Already played some hours and have a solid basic setup going again. Next is red circuit boards and the oil setups. But.. i was actually a little shocked that i could not run any older modded games. All mods in my mod list (Like industrial Revolution 3) are completely not working anymore and makes th...
by Hiekie
Mon Oct 21, 2024 3:11 pm
Forum: Not a bug
Topic: Space Age : Not possible to connect a copper wire to a powerpole
Replies: 3
Views: 2355

Re: Space Age : Not possible to connect a copper wire to a powerpole

I reconfigured my toolbar in the options and now this buttons are visible, did also not know this buttons now should be there.

Solved
by Hiekie
Mon Oct 21, 2024 2:48 pm
Forum: Not a bug
Topic: Space Age : Not possible to connect a copper wire to a powerpole
Replies: 3
Views: 2355

Space Age : Not possible to connect a copper wire to a powerpole

With the space age update installed i am not able to connect a wire manually to a powerpole. SHIFT-left clicking does remove all the wires from the powerpole, but it is not possible to manually cable the powerpole again. The power interface window pops up when you click the powerpole holding wire in...
by Hiekie
Fri Sep 27, 2024 3:56 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41569

Re: Friday Facts #430 - Drowning in Fluids

And once again, I'll repeat my comment from "Fluids "2.0" topic - just make new system a setting or a mod to turn on/off. The fact that this simplified version of fluid handling is being forced on all players and not just the ones who'll buy SA is mindboggling to me. I am sorry, but ...

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