Search found 8 matches
- Fri Dec 28, 2018 11:55 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176748
Re: Friday Facts #275 - 0.17 Science changes
Really great FF. Thought there would have been a lot more angry mob, but happy to see this is being received quite well. Just want to be able to get in experimental and PLAY it! Wanted to +1 this Some interesting ideas but several of the science names are problematic. Red Science is all about Manufa...
- Fri Sep 28, 2018 6:13 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 58164
Re: Friday Facts #262 - Hello my name is: Compilatron
Factorio RTS scenario mods, what?
- Fri Aug 03, 2018 3:27 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 93038
Re: Friday Facts #254 - No research queue for you
Mod portal looking better and better, great job! As well is the rest of the game. Can't wait for the UI changes! Now onto the sass I hope your decision to cancel the queue was due to how it was still too "manual" and you have come up with a better way to automate research as in the true na...
- Sat Jun 30, 2018 4:44 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 80002
Re: Friday Facts #249 - Dead end exploration
I'm hoping that since fff-191 was mentioned TWICE, that these action bar ideas are still being thought about. I really like the idea of not having 2 separate inventories and being able to see the full amount of the items. Also, I'd vote for blueprints to NOT be items. We can already transfer them so...
- Wed May 17, 2017 6:26 am
- Forum: Railway Setups
- Topic: Rail Crossing
- Replies: 5
- Views: 12790
Re: Rail Crossing
I recently created this crossing. It doesn't use any combinators, so it doesn't need power either. It makes use of the fact that the 'Close Signal' condition only has an effect when the signal would otherwise be green. The player gate will open once the signal acknowledges it's closed by not output...
- Fri May 05, 2017 10:57 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 70623
Re: Train station skipping conditions
You can do this in 0.15 by using the circuit network to disable stations. Mind, it doesn't work well with multiple trains and might require you building long-distance circuit networks. I don't want every train to skip the iron loading station, I only want trains already full of iron to skip it. I d...
- Fri Sep 30, 2016 8:24 am
- Forum: Pending
- Topic: [0.13.20] Tight Spot level 3 - Crash when pressing Start
- Replies: 5
- Views: 2122
Re: [0.13.20] Tight Spot level 3 - Crash when pressing Start
Was also working on the 'Tight Spot' campaign (but level 1), did a few attempts, and after this last one, hitting 'start' crashes me, then went and did a steam update (it might have been the cloud save). Might not be related. Though it is the first time I think it has crashed on me. BTW, these new c...
- Wed Dec 31, 2014 10:08 pm
- Forum: Show your Creations
- Topic: So much wood...
- Replies: 8
- Views: 8263
Re: So much wood...
Agree. Would like to see more uses.
After I realized can use construction drones to keep the wood (instead of introducing them to my grenades), using for more things would be nice.
((as would being able to replant))
After I realized can use construction drones to keep the wood (instead of introducing them to my grenades), using for more things would be nice.
((as would being able to replant))