Search found 33 matches

by wat3rstone
Sat Jan 27, 2024 12:59 am
Forum: Fixed for 2.0
Topic: [1.1.103] Undo does not replace deconstructed belt or pipe in ghost mode
Replies: 1
Views: 293

[1.1.103] Undo does not replace deconstructed belt or pipe in ghost mode

Upon placing belt or pipe and then having the engineer manually place an underground belt or pipe at both ends, the game will automatically mark the middle ones for deconstruction. Undoing this action will result in the belt or pipes being replaced upon undoing the end placement. Issuing a ghost com...
by wat3rstone
Sun Feb 16, 2020 2:29 am
Forum: Duplicates
Topic: [0.18.6] relocated blueprint inaccessible from shortcut bar
Replies: 1
Views: 744

[0.18.6] relocated blueprint inaccessible from shortcut bar

A blueprint that has been saved to your toolbar is inaccessible when it has been moved from your inventory into any blueprint book. Steps to recreate: 1. create a blueprint of anything and save this to your toolbar 2. move the blueprint that was just saved from your inventory to any blueprint book 3...
by wat3rstone
Sat Feb 08, 2020 10:58 pm
Forum: Implemented Suggestions
Topic: Deconstruction/Upgrade planner in blueprint book
Replies: 4
Views: 1771

Re: Deconstruction/Upgrade planner in blueprint book

I also would like to support this idea for many of the same reasons mentioned above. With the deconstruction/upgrade planner placed into one book, it will make sharing prints between devices much easier than copying multiple strings in. Currently in my main game, I have about 10 frequently used deco...
by wat3rstone
Fri Apr 19, 2019 11:57 pm
Forum: Ideas and Suggestions
Topic: modifications to the 'anti-fluid-mix system'
Replies: 0
Views: 590

modifications to the 'anti-fluid-mix system'

I have attempted multiple designs for a one-stop fluid drop off system, all of these attempts have been thwarted by the anti mix system, so I propose that the anti fluid mix system will not extend past a pump that is facing the opposing direction.
by wat3rstone
Wed Apr 10, 2019 11:01 pm
Forum: Technical Help
Topic: can not open game
Replies: 3
Views: 1227

Re: can not open game

Verify the game cache, and in the Factorio data directory (same place where log files go, see the sticky), rename the "mod-list.json" file (inside the "mods" folder) to something else (or move it to recycling) so the game hopefully regenerates it. Thank you, that situation seeme...
by wat3rstone
Wed Apr 10, 2019 2:17 am
Forum: Technical Help
Topic: can not open game
Replies: 3
Views: 1227

can not open game

I am unable to open the game due to a message popping up 'error loading mods' I am only playing a vanilla game with no additional mods. I have gone the full 9 yards to try get factorio running again, including clicking the 'disable mods' button as well as the 'restart' button. I fear to restart my c...
by wat3rstone
Thu Mar 21, 2019 12:37 am
Forum: Resolved Problems and Bugs
Topic: Graphical inconsistency in Technology GUI (unsure where to put this)
Replies: 1
Views: 768

Graphical inconsistency in Technology GUI (unsure where to put this)

Underneath the icon for the Accumulator's research, there is a the number '1'. This is the same number '1' seen on other technologies that are infinite, and that continue on past the first tier. I am unsure if this is a bug, a graphical inconsistency, or one of the developers is eluding to a future ...
by wat3rstone
Sat Mar 16, 2019 2:18 am
Forum: Resolved Problems and Bugs
Topic: Ctrl-Click for manual temp. station movement does not work
Replies: 2
Views: 3320

Ctrl-Click for manual temp. station movement does not work

When opening a train's gui and trying to ctrl-click to a location, one of 2 things happen, either it will temporarily turn of the current station the train is at, or it will count for it's temporary timer at the station it is standing at and then it will 'return' to its station. In both cases, the t...
by wat3rstone
Fri Mar 01, 2019 10:21 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91][0.17.4] Crafting menu compresion when reloading
Replies: 1
Views: 1967

[Rseding91][0.17.4] Crafting menu compresion when reloading

This is a bug that seems to only happen when reloading a game. The crafting list in the bottom right corner gets compressed when it typically should not be.


When starting and opening up a game:
Screenshot (27).png
Screenshot (27).png (712.3 KiB) Viewed 1967 times
When opening up compression arrow
Screenshot (26).png
Screenshot (26).png (638.9 KiB) Viewed 1967 times
by wat3rstone
Sat Feb 09, 2019 3:42 pm
Forum: Ideas and Suggestions
Topic: programmable buildings (assembler, furnaces, plants)
Replies: 53
Views: 13131

Assembling machine circuit network compatibility

TL;DR Let the assembling machines allow their recopies to be adjusted, based off of circuit network input. What ? Assembling machines can be attached to the circuit network which could allow the circuit network to change the recipe of the assembling machine depending on the input. Why ? The circuit...
by wat3rstone
Tue Jan 01, 2019 11:20 pm
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 164
Views: 301034

Re: You know you play Factorio too much when...

When you start making plans for a iron ore smelter set up in your oven.
by wat3rstone
Sun Dec 23, 2018 7:01 pm
Forum: Ideas and Requests For Mods
Topic: Turret Targeting in PvP
Replies: 1
Views: 1210

Turret Targeting in PvP

Can someone make a mod so that all structures of the enemy force are attacked by turrets in PVP mode?
- without trains being targeted by artillery, unless the artillery can predict where the train will be
by wat3rstone
Mon Sep 24, 2018 9:34 pm
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 164
Views: 301034

Re: You know you play Factorio too much when...

When you find a way to do 1000% 100% of the time.
by wat3rstone
Sun Sep 23, 2018 7:01 pm
Forum: Off topic
Topic: Project for Factorio
Replies: 2
Views: 5237

Re: Project for Factorio

Yes, thank you for the link, I am very grateful
by wat3rstone
Sun Sep 23, 2018 4:34 pm
Forum: Off topic
Topic: Project for Factorio
Replies: 2
Views: 5237

Project for Factorio

I've decided to do a persuasive speech for my speech class about factorio, and the one thing that I am missing and that I can't seem to find is the FFF where they team talked about getting the game of the year award, in Pakistan I believe. Can someone please help me find that link?
by wat3rstone
Tue Apr 24, 2018 11:47 pm
Forum: Ideas and Requests For Mods
Topic: A New Type of Intelligent Natives
Replies: 3
Views: 1426

Re: A New Type of Intelligent Natives

I have no one to play with... so the AI would be my best bet even if it would be unrealistic
by wat3rstone
Mon Apr 23, 2018 4:44 pm
Forum: Ideas and Requests For Mods
Topic: A New Type of Intelligent Natives
Replies: 3
Views: 1426

A New Type of Intelligent Natives

I would like a mod that would satisfy my wish for a new type of enemy because... the biters get boring in the later stages of the game An enemy that would just require a new turret or just have more health would also get boring and old fast. (flying enemies -> Anti air, Water based -> submerged turr...
by wat3rstone
Wed Apr 11, 2018 12:53 pm
Forum: Ideas and Suggestions
Topic: Improved Exoskeletons
Replies: 4
Views: 1670

Re: Improved Exoskeletons

Also that inventory space would be electricity dependant so if laser defenses or roboports drain your battery, you'll spill your inventory in addition to being slow. This is also one of the challenges in the real world, which it seems that a large portion of this game is based off of, to balance yo...
by wat3rstone
Tue Apr 10, 2018 11:50 pm
Forum: Ideas and Suggestions
Topic: Improved Exoskeletons
Replies: 4
Views: 1670

Improved Exoskeletons

TL;DR Exoskeletons will not only make you run faster but will also increase your inventory size. What? Exoskeletons main purpose is to enhance basic human abilities, including running but also including lifting heavy objects. As seen in this picture (I don't claim ownership) of a shipyard worker be...
by wat3rstone
Mon Apr 09, 2018 8:44 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 37687

Re: Friday Facts #237 - Rich & interactive text

dee- wrote:Image
I disagree, this idea will probably end well.

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