Search found 26 matches
- Mon Nov 11, 2024 9:42 am
- Forum: Ideas and Suggestions
- Topic: [Feedback] Remote View & Inventory
- Replies: 2
- Views: 202
Re: [Feedback] Remote View & Inventory
Can you be more specific about what exactly you are suggesting? You mentioned "on the same surface" and "five feet away", so please explain how you want it to behave in each of those two situations, as well as when it's a different surface. Sure! I'd like for it to be the old be...
- Sun Nov 10, 2024 11:02 pm
- Forum: Ideas and Suggestions
- Topic: [Feedback] Remote View & Inventory
- Replies: 2
- Views: 202
[Feedback] Remote View & Inventory
If there's one thing I can say that I hate the most about Space Age / 2.0, it's not being able to get into my inventory while in the remote view, even on the same surface as I'm on. Even from five feet away. I don't particularly care to click 4 times when previously one click accomplished the same a...
- Tue Nov 05, 2024 1:22 pm
- Forum: Ideas and Suggestions
- Topic: Allow Boilers to be used in space with Rocket fuel
- Replies: 21
- Views: 1082
Re: Allow Boilers to be used in space with Rocket fuel
Yeah, I love the idea of taking "steam all the way" to another planet! It's crazy enough that it might (and should!) just work. Basically, afaict, just two small(?) things are needed to make it work: A small amount of electricity for one slow inserter swing, and unbarreling one water barr...
- Mon Nov 04, 2024 4:42 am
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Barrelling Thruster Fuel & Oxidizer
- Replies: 4
- Views: 422
Re: [Suggestion] Barrelling Thruster Fuel & Oxidizer
Nah, think of two platforms in orbit above the same planet. Barrels for transferring fuel and oxidizer between platforms is the idea.
- Sun Nov 03, 2024 12:27 pm
- Forum: Ideas and Suggestions
- Topic: Feedback: Atomic Bomb Glow
- Replies: 0
- Views: 72
Feedback: Atomic Bomb Glow
Hey team, I'm being silly and am using Infinity chests with atomic bombs on a platform. The repeated detonation is quite taxing on the eyes. Can we implement a toggle or something to tone down the atomic bomb blast brightness? Here's a short video demonstrating my problem... https://streamable.com/s...
- Wed Oct 30, 2024 2:50 am
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Barrelling Thruster Fuel & Oxidizer
- Replies: 4
- Views: 422
[Suggestion] Barrelling Thruster Fuel & Oxidizer
We can barrel fluids. We cannot barrel thruster fuel and oxidizer. We should be able to barrel these.
Why? I don't want to create oxidizer and fuel per-ship, I want to barrel it and move it around.
Thank you for your consideration.
Why? I don't want to create oxidizer and fuel per-ship, I want to barrel it and move it around.
Thank you for your consideration.
- Thu Jul 09, 2020 5:53 am
- Forum: Logistic Train Network
- Topic: [Request] Empty before leaving depot
- Replies: 8
- Views: 3064
[Request] Empty before leaving depot
So this is a pretty simple (I think) request - can you add departure requirements to depots for empty cargo inventory, and make it an option?
- Tue Aug 27, 2019 3:21 am
- Forum: Duplicates
- Topic: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
- Replies: 5
- Views: 1926
Re: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
I did. I'm standing directly on the signal with the issue in SIGNAL BUGGED
- Tue Aug 27, 2019 2:27 am
- Forum: Duplicates
- Topic: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
- Replies: 5
- Views: 1926
Re: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
Double post because this details what I did to try to fix it. What was tried: Manually backing the train out of the stacker lane that's bugged, and driving it back into the block. Manually driving the train forwards out of the lane that's bugged, driving it back around and bypassing the input (this ...
- Tue Aug 27, 2019 2:24 am
- Forum: Duplicates
- Topic: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
- Replies: 5
- Views: 1926
[0.17.66] Train Signal bug I'm not sure if I can reproduce.
So I have this train stacker on my save that I'm currently tinkering in. One of my signals bugged and wasn't reading the train. Deleting and replacing the signal and re-setting the conditions was the only way to solve the bug. https://1drv.ms/u/s!ApkOLSVyv_erhaV3gXfZcl3CsAj-cg?e=gfCqih Contained wit...
- Mon Mar 04, 2019 10:23 pm
- Forum: Mods
- Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
- Replies: 43
- Views: 18746
Re: [MOD 0.16] Charge Transmission - Wireless Bot Charging
Any hope of an update for 0.17?
- Wed Feb 27, 2019 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.1] train crashes client and server (reproducable)
- Replies: 3
- Views: 3358
- Wed Feb 27, 2019 4:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.x] Crash in multiplayer: "railSignal.distance >= 0 was not true"
- Replies: 6
- Views: 3509
[kovarex] [0.17.x] Crash in multiplayer: "railSignal.distance >= 0 was not true"
Unknown as to what's causing this crash, but it's crashing the server I'm in, in multiplayer. This crash also crashed all connected clients. Here's the log: factorio-current - Copy.log Edit: Dump file, courtesy of stupid user who forgot to add. factorio-dump-current.dmp E: Relevant - https://forums....
- Wed Feb 27, 2019 5:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.1] Blueprint shows heat exchangers as unable to be placed while placeable
- Replies: 1
- Views: 1921
[Dominik][0.17.1] Blueprint shows heat exchangers as unable to be placed while placeable
Issue: This Blueprint shows heat exchangers as unable to be placed. They are placeable, and will paste without needing to hold shift. https://pastebin.com/HXaYNyBW <--- The blueprint https://imgur.com/a/bpWuE1z <--- Images showing exact issue as described. https://1drv.ms/f/s!ApkOLSVyv_erhaV3gXfZcl3...
- Sun Feb 03, 2019 9:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Raw Tile Transition Debug Option broken
- Replies: 1
- Views: 911
[0.16.51] Raw Tile Transition Debug Option broken
Edits: Fixed formatting and screenshot order. Toggled Debug Option show-raw-tile-transitions on What happened was this Screenshot (371).png and this Screenshot (372).png What I expected is Screenshot (373).png Reproduction: Load this save BUG Raw Tile.zip Toggle raw transition on, under F4, if it's ...
- Wed Jan 02, 2019 12:55 pm
- Forum: Not a bug
- Topic: [0.15.10] missing material for const. constantly change
- Replies: 7
- Views: 2768
Re: [0.15.10] missing material for const. constantly change
No, Kovarex has a point. If you'd like to change this behavior, a mod exists for it, called ConstructionQueue. https://mods.factorio.com/mod/ConstructionQueue Changing this behavior does indeed have very far reaching consequences. Your PC is already processing 600 construction requests/sec. For most...
- Wed Jan 02, 2019 12:41 pm
- Forum: Not a bug
- Topic: [0.16.51] Minor bug, very strange actually. Belts + Items + Circuit network for a counter.
- Replies: 4
- Views: 1518
Re: [0.16.51] Minor bug, very strange actually. Belts + Items + Circuit network for a counter.
OH MY GOSH. I'm so sorry. :( The bug is that the 2nd iron plate counter doesn't seem to be displaying correctly. All the other plate counters for those belts are reading >30, and the one that's reading ~24 is full like the rest, AND stopped, to boot. E: Again, apologies. I made this report before my...
- Wed Jan 02, 2019 11:20 am
- Forum: Not a bug
- Topic: [0.16.51] Minor bug, very strange actually. Belts + Items + Circuit network for a counter.
- Replies: 4
- Views: 1518
[0.16.51] Minor bug, very strange actually. Belts + Items + Circuit network for a counter.
Video describes issue better than I can put it into words:
https://youtu.be/CEc4DAFxUCU
This game save DOES involve custom scripts from the Redmew Community,
https://1drv.ms/f/s!ApkOLSVyv_erhaV3gXfZcl3CsAj-cg <-- Gamesave folder. Save file is 50MB.
https://youtu.be/CEc4DAFxUCU
This game save DOES involve custom scripts from the Redmew Community,
https://1drv.ms/f/s!ApkOLSVyv_erhaV3gXfZcl3CsAj-cg <-- Gamesave folder. Save file is 50MB.
- Mon Oct 15, 2018 3:08 am
- Forum: Ideas and Suggestions
- Topic: Another Roboport thread: This one may be easier.
- Replies: 2
- Views: 1225
Another Roboport thread: This one may be easier.
Simple check box with 3 options. Connect for default operation Connect for Construction only Connect for Logistic only This would allow you to link two very large logistics networks for a buildout and not have the main base serve logistics requests on say a circuit outpost, until it's ready. Screens...
- Tue Aug 07, 2018 7:04 am
- Forum: Minor issues
- Topic: [0.16.51] Wire surplus not considered for handcrafting possibility check
- Replies: 2
- Views: 1540
[0.16.51] Wire surplus not considered for handcrafting possibility check
Essentially with 2 copper plates in inventory you can't make a circuit wire, but you can make a green circuit, then make the circuit wire.
Here's a link to the video that describes it better than I can put into words: https://www.youtube.com/watch?v=Fk50JcdJFfo
Here's a link to the video that describes it better than I can put into words: https://www.youtube.com/watch?v=Fk50JcdJFfo