In the map editor you can only set an entity as 'Not Mineble' if you have also set it as 'Indestructible'.
Also if there was a way to bulk set the attributes I would be so grateful (just spent 30 mins individually setting a railway as indestructible, not mineable and not rotatable lol).
Search found 5112 matches
- Sun Mar 08, 2015 3:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [11.17] Setting Entity attributes in Map editor
- Replies: 1
- Views: 1238
- Wed Mar 04, 2015 2:49 pm
- Forum: Ideas and Suggestions
- Topic: Combat robots attacking enemy buildings.
- Replies: 0
- Views: 704
Combat robots attacking enemy buildings.
When using the combat robots, turrets and laser turrets to attack an enemy team (like with the Pvp mod) they will only attack combat buildings, such as walls, turrets, laser turrets... and the alien objects. I think they should attack all enemy force objects (and vice versa) so that they can be used...
- Tue Feb 24, 2015 10:38 pm
- Forum: Technical Help
- Topic: cannot maximise screen on external display.
- Replies: 8
- Views: 3353
Re: cannot maximise screen on external display.
I'm not sure if it might be different for you, but with my two monitors the preferred screen index was either a 0 or 1, try either of those and it might help.
- Tue Feb 24, 2015 10:01 pm
- Forum: Technical Help
- Topic: cannot maximise screen on external display.
- Replies: 8
- Views: 3353
Re: cannot maximise screen on external display.
hey try checking the config.ini in your factorio usedata folder thing
Check things like the 'fullscreen = true' and for preferred screen index.
Code: Select all
C:\Users\Username\AppData\Roaming\Factorio\config
- Thu Feb 19, 2015 9:00 pm
- Forum: Releases
- Topic: Version 0.11.16
- Replies: 69
- Views: 64788
Re: Version 0.11.16
This is really great work thank you so much devs
- Thu Feb 12, 2015 11:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] [kovarex] Fullscreen isn't taking the whole screen
- Replies: 9
- Views: 4182
Re: [0.11.15] [kovarex] Fullscreen isn't taking the whole sc
I had a similar problem, turns out in the config.ini there were two entries for 'preferred-screen-index' which were set to different values. Once I changed them to be the same value everything was okay.
- Wed Feb 11, 2015 11:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] Underground belts on Power Poles
- Replies: 1
- Views: 1059
[0.11.15] Underground belts on Power Poles
Underground belts can be placed on top of power poles that have been placed by a player on the enemy.force (as in the PvP mod). Items don't go through though.
Cant be done with poles placed by a player on the player.force.
pic related
Cant be done with poles placed by a player on the player.force.
pic related
Helo me
help- Wed Feb 04, 2015 6:32 pm
- Forum: Releases
- Topic: Version 0.11.15
- Replies: 58
- Views: 61896
Re: Version 0.11.15
Having some crashing when trying to join multiplayer games
- Fri Jan 30, 2015 3:25 am
- Forum: Mods
- Topic: [MOD 0.11.x] PvP with craftable Biters
- Replies: 14
- Views: 51485
Re: [MOD 0.11.13] PvP with craftable Biters
Very exited to try this out!
- Fri Jan 23, 2015 3:14 pm
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 458
- Views: 277511
Re: Just bought the game; What were Your first impressions?
I thought "I better get defenses for the aliens" then i wasn't attacked at all and didn't see any on the map so i thought "oh i must have the difficulty on a peaceful mode or something" so i disregarded defense then just after setting up oil stuff i was attacked somewhere in my f...
- Wed Jan 21, 2015 7:21 pm
- Forum: Ideas and Suggestions
- Topic: More Power Options
- Replies: 3
- Views: 1614
Re: More Power Options
Maybe a gas/oil fire turbine, moderate power output, only requires heavy oil (or another oil) and doesn't require water, would be useful for tapping oil deposits far inland where you either have to string power poles for 200 chunks or pipe water all the way over. If its more inefficient than the sta...
- Thu Apr 04, 2013 2:39 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1006409
Factorio Roadmap for 1.0.
Last Updated September 2020. The past: Factorio 1.0 (August 14th 2020) Done High-Resolution sprites for the entire game. Final Graphical tweaks. Better sound design. Major GUI rewrites - Character GUI, etc. New/High-res icons. More Modding/Scripting features. More Map editor features. Demo campaign ...