Search found 440 matches
- Mon Mar 07, 2022 11:06 am
- Forum: News
- Topic: We support Ukraine
- Replies: 2440
- Views: 81780
Re: We support Ukraine
Helping refugees is a good thing. I donated to our country's most known neighbor help organisation, which exist since the Yugoslavia wars early 90ies. If we had the needed space, we would welcome refugees at our house. I'm online here for like 5 years now, but I won't return until the this thread is...
- Sat Feb 26, 2022 6:36 am
- Forum: News
- Topic: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
- Replies: 30
- Views: 5946
Re: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
The secrecy about the Expansion worries me. Factorio became so damn good because the community was involved and influential in it's evolution, which now isn't the case with the the Expansion. This is explained in FFF365 If we show something that ends up being removed or replaced, it can feel like a...
- Tue Feb 15, 2022 8:37 am
- Forum: Ideas and Requests For Mods
- Topic: Container's stack info.
- Replies: 1
- Views: 163
Container's stack info.
I'm wondering if the occupied stack info of container entities are/can be exposed and used in the circuit network. Don't know when this was introduced, if this is even a vanilla feature, but containers "now" show "XX/YY" in the tool tip when hovered over. Like my Angel's silos sa...
- Sat Feb 12, 2022 7:19 am
- Forum: Ideas and Requests For Mods
- Topic: No Shadow Mod
- Replies: 5
- Views: 334
Re: No Shadow Mod
Dein Übersetzer hat bei der Hälfte aufgegeben 
Isn't there a graphic setting for this?

Isn't there a graphic setting for this?
- Fri Feb 11, 2022 8:37 pm
- Forum: Logistic Train Network
- Topic: Temp. Stations. Setting to disable them?
- Replies: 4
- Views: 260
Temp. Stations. Setting to disable them?
Hello there. After a long Factorio hiatus, I began a new map with LTN. I might have played my last one even before train limits were introduced to vanilla, or I never bothered to use them anyway. I quickly noticed the "new" temp stops next to providers/requesters in the schedules and was w...
- Sun Feb 06, 2022 8:16 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 178
- Views: 44548
Re: Friday Facts #367 - Expansion news
Of my 3500ish hours I've spent about 4/5 in AB+PY. A huge expansion mod will let the price/hour drop even more and we'll soon need scientific notation for it. 4 to 5 hours in AB+PY? or 400-500 hours? 4 out of 5, or 80% My first thought was "30€? With a base game price exactly that, I think 20-...
- Sat Feb 05, 2022 8:07 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 178
- Views: 44548
Re: Friday Facts #367 - Expansion news
As I understand it, 1.2 will be a free update to the base game, including all the engine upgrades and QoL stuff The expansion then is a big mod you have to spend money on, where the term is more like a technical description and I feel this is where people who think it's overpriced get confused. Alot...
- Thu Jan 13, 2022 9:00 am
- Forum: Mods
- Topic: Setting up LTN Train stations
- Replies: 1
- Views: 223
Re: Setting up LTN Train stations
Welcome
There is an entire subforum for LTN
viewforum.php?f=214
You should look around there
But don't double post your question again, this thread could/should be moved there anyway
There is an entire subforum for LTN
viewforum.php?f=214
You should look around there
But don't double post your question again, this thread could/should be moved there anyway
- Mon Jan 10, 2022 4:41 pm
- Forum: Duplicates
- Topic: [1.1.50] Controls settings window cuts off long keyboard combinations
- Replies: 3
- Views: 338
Re: [1.1.50] Controls settings window cuts off long keyboard combinations
There are three possible solutions I can suggest: Change the translation for German key pad symbols from „Nummernblock X“ to “X (Nummernblock)”, where X is the symbol on the key pad. I'm German and I've never heard anybody say the word Nummernblock. It's always been the NUM block. Some German keybo...
- Fri Jan 07, 2022 7:56 am
- Forum: General discussion
- Topic: Steam achievment: No time for chitchat (finish the game within 15 hours)
- Replies: 11
- Views: 1797
Re: Steam achievment: No time for chitchat (finish the game within 15 hours)
If you are browsing achievements, you may have noticed lazy b. (see above, only 111 items handcrafted before launching a rocket) Alot of folks are missing that one I remember back in my newb days that I learned ALOT by completing that. I even remember a few spots from the factory I was playing that ...
- Tue Jan 04, 2022 8:01 am
- Forum: Outdated/Not implemented
- Topic: Can the limit of maximum 64 connection distance of poles be lifted
- Replies: 30
- Views: 1467
Re: Can the limit of maximum 64 connection distance of poles be lifted
Long DISTANCE coverage, NOT large AREA?
Make more power plants (power outposts), so you don't need to drag large pole lines to outposts?
I don't understand how even heavy ocd can have an effect because of that one thing. You'd need to build rails to far distance outposts too.
Make more power plants (power outposts), so you don't need to drag large pole lines to outposts?
I don't understand how even heavy ocd can have an effect because of that one thing. You'd need to build rails to far distance outposts too.
- Mon Jan 03, 2022 11:41 am
- Forum: Logistic Train Network
- Topic: [1.16.6] Warnings for missing items if item station is currently occupied
- Replies: 6
- Views: 434
Re: [1.16.6] Warnings for missing items if item station is currently occupied
It's a throughput issue. Trains have high throughput, compared to belt/bot, yes. But the more stations request a given item, the more you need to produce and provide because you can not easily prevent all requester to request at the same time. While you may have plenty time to resupply a requester e...
- Mon Dec 27, 2021 12:19 pm
- Forum: Bob's mods
- Topic: Bob's metals, Chemicals and Intermediates mod Tech-Tree Loop
- Replies: 5
- Views: 649
Re: Bob's metals, Chemicals and Intermediates mod Tech-Tree Loop
For someone to be able to help, you'd need to ask the right questions ;) You'd need to specify what the loop actually is, like " I need item x to produce that science y, but item x is unlocked by science y research " Also, since you mentioned seablock, its best to ask in the Sea block foru...
- Sun Dec 19, 2021 7:35 pm
- Forum: Balancing
- Topic: Power Armor MK. II and military science
- Replies: 0
- Views: 309
Power Armor MK. II and military science
What I think Power Armor MkII technology should not need Military 4 research. Why a) None of the previous armors cost military science packs. The first one requires Military 1, but that is the base military one that unlocks the Grey science packs themself, which requires only red science. b) Alot o...
- Thu Nov 11, 2021 6:56 am
- Forum: Gameplay Help
- Topic: First time using circuit network: making a "master" power switch
- Replies: 12
- Views: 1261
Re: First time using circuit network: making a "master" power switch
Since you can toggle a switch remotely and you are used to that, you could use (non constant) combinators that require power behind such a switch, to add a signal to the green wire.
- Sat Oct 30, 2021 3:59 pm
- Forum: Questions, reviews and ratings
- Topic: Why does backfill disappear?
- Replies: 4
- Views: 422
Re: Why does backfill disappear?
Since there are pY buildings in the picture, I'm guessing it's the tar pit or whatever it's called.
AFAIK that only happens if it's over filled?
Try pY forums and how to deal with that
AFAIK that only happens if it's over filled?
Try pY forums and how to deal with that
- Sun Oct 24, 2021 11:17 am
- Forum: Logistic Train Network
- Topic: Pre-Loaded trains
- Replies: 8
- Views: 917
Re: Pre-Loaded trains
this seems to be against everything that LTN was designed for. good job. Quite the opposite IMHO. Clever use of gameplay features added. It's one step further from using network IDs and dedicated (empty train) depots. But In the long run it shouldn't really matter the time it takes to fulfill an or...
- Sun Oct 24, 2021 11:07 am
- Forum: Questions, reviews and ratings
- Topic: What mods to play?
- Replies: 6
- Views: 1296
Re: What mods to play?
I think vanilla and Angels alone also is quite straight forward, mostly efficiency updates for raw resources through upgrading crushed ores etc.. Should be less complex than bob alone, which adds quite some resources, which (when combined) Angel then makes more complex by make you go through 4+2 dif...
- Sun Sep 19, 2021 6:55 am
- Forum: Balancing
- Topic: I think assembling machines need some balance changes
- Replies: 35
- Views: 5861
Re: I think assembling machines need some balance changes
If we are comparing handcrafting with machine speeds, can we please consider getting rid of handcrafting altogether, at least for the sake of talking about what's possible? Factorio is about automating, the only reason to craft anything by hand seems to be that you will be a faster in the early game...
- Sun Sep 19, 2021 6:00 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 255
- Views: 22757
Re: All the different ways to automate a nuclear power plant
aka fuel control vs NO fuel control I don't think the latter is exclusively about UPS. I always found this topic quite interesting, but in the end, I'm always going for the "why bother approach" Unless you have a very complicated chain of production (aka non vanilla nuclear fuel) IMHO it'...