Search found 247 matches
- Fri Jun 28, 2024 9:19 am
- Forum: Not a bug
- Topic: [1.1.107] Spidertron inventory filter bug
- Replies: 4
- Views: 329
Re: [1.1.107] Spidertron inventory filter bug
I logged the same thing a long time ago (can't find the original post), and apparently it's too much of a performance hit to auto-sort the Spidertron inventory.
- Fri Jun 28, 2024 9:12 am
- Forum: Ideas and Requests For Mods
- Topic: Can you help me?
- Replies: 1
- Views: 164
Re: Can you help me?
I haven't used it myself, but this might help: https://mods.factorio.com/mod/FARL
However, I suggest you still learn how the rail system works first. You can probably still make a "bad" rail network with this mod, as I believe that you need to design the blueprints that FARL will put down.
However, I suggest you still learn how the rail system works first. You can probably still make a "bad" rail network with this mod, as I believe that you need to design the blueprints that FARL will put down.
- Sun Jun 23, 2024 3:25 am
- Forum: Gameplay Help
- Topic: Is this 8 belt balancer efficient?
- Replies: 9
- Views: 823
Re: Is this 8 belt balancer efficient?
If you put a splitter either before (and/)or after the double-splitter in the middle, you will at least get some mixture between the two sides. And I assume the yellow belts will be updated to red... ![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Tue Jun 11, 2024 10:08 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 388
- Views: 41257
Re: Friday Facts #414 - Spoils of Agriculture
Green and especially blue science takes a god-awful amount of time to produce, especially at a small scale. And modules don't help much. Then increase the scale. That's the core challenge of this game :) Also judging by the screenshots (fix:) purple and yellow science (as we know them today) are go...
- Wed May 22, 2024 10:51 am
- Forum: Gameplay Help
- Topic: Building beautifully
- Replies: 1
- Views: 432
Re: Building beautifully
This might give you some inspiration: https://www.youtube.com/watch?v=pM5yo95 ... oo6-07kaJk
- Sun Apr 28, 2024 3:16 am
- Forum: Gameplay Help
- Topic: Train blueprints
- Replies: 10
- Views: 2129
Re: Train blueprints
You may or not may not be aware of the debug feature (<F4> by default) that can enable the map grid-lines. The dark grid-lines are the "chunks" (32 x 32 squares), so one approach is if you make all your blueprints to take up and fit in full chunks (1x1, 1x2, 1x3, 2x2, etc), then you know c...
- Sat Apr 06, 2024 5:37 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 21515
- Sat Mar 16, 2024 3:41 am
- Forum: Balancing
- Topic: Nerf barrels and buff liquid tanks!
- Replies: 21
- Views: 8944
Re: Nerf barrels and buff liquid tanks!
Bots can't move fluids but they can move barrels.AileTheAlien wrote: ↑Fri Mar 15, 2024 8:05 pmI actually don't even understand why barrels are in the game - they do the same thing as fluid-wagons or pipes and they're also overpowered.
- Mon Dec 18, 2023 10:18 am
- Forum: Ideas and Suggestions
- Topic: Placing roboports like a pole man!
- Replies: 2
- Views: 460
Re: Placing roboports like a pole man!
While I can see the merit of your suggestion, there are plenty of times one wishes to saturate an area with roboports (eg, around an unload station) and not being able to "tile" them would be annoying. Given roboports are regular placeable items - like assembly machines, furnaces - I think...
- Tue Dec 12, 2023 7:55 am
- Forum: Gameplay Help
- Topic: Artillery Wagon with Destination Full
- Replies: 7
- Views: 1044
Re: Artillery Wagon with Destination Full
I'm not sure what you mean about the inactivity. Artillery wagons on an automated train will only operate from when the train arrives at a stop until the wait conditions in the schedule allow it to leave. The fact a train may not move away from a stop when the wait conditions are met (eg because it...
- Tue Nov 14, 2023 8:29 am
- Forum: Ideas and Suggestions
- Topic: Roboport Improvements
- Replies: 17
- Views: 1865
Re: Roboport Improvements
Maybe I'll make a shameless plug and reshare my idea for an improvement to roboports.
viewtopic.php?f=6&t=64648
viewtopic.php?f=6&t=64648
- Fri Oct 27, 2023 9:15 am
- Forum: Minor issues
- Topic: Downgrade Assem to V1, still has module ghosts?
- Replies: 3
- Views: 1135
Re: Downgrade Assem to V1, still has module ghosts?
Fortunately, I did a search and found this issue before I reported it again! In my case, I had a Mk3 assembler ghost with 4 level 1 speed mods. I downgraded to a Mk2 and the 2 speed modules were delivered (after I hand-crafted them), and the module request icon remains. This is really confusing. 202...
- Sun Oct 15, 2023 12:39 am
- Forum: Ideas and Suggestions
- Topic: Player character color setup
- Replies: 4
- Views: 733
Re: Player character color setup
Do you mean this color picker?
Or do you mean as a game startup option?- Sun Sep 24, 2023 2:13 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 58886
Re: Friday Facts #377 - New new rails
What about high-speed-tunnels (or -bridges) designed to traverse very long distances? They would ignore trees, cliffs, buildings, intersecting regular rails etc. and trains could reach a higher max velocity. As a trade-off, no train stops could be placed in them and you couldn't enter or get off a ...
- Tue Sep 12, 2023 9:05 am
- Forum: Ideas and Suggestions
- Topic: Seperate Overlay for Building Rarity
- Replies: 4
- Views: 739
Re: Seperate Overlay for Building Rarity
Alt-mode could be extended to allow the player to choose what to include/exclude, like the mini-map options.
- Fri Jun 09, 2023 9:41 am
- Forum: Ideas and Suggestions
- Topic: Modpacks with specific mod versions
- Replies: 15
- Views: 2252
Re: Mod Folders to Allow For Easier Mod Management
Instead of "folders" (which sounds like it implies that users know what they're doing in their OS), having the ability to group mods within the in-game UI, or add personal tags, could be a good way to achieve a similar outcome.
- Sun Feb 26, 2023 1:56 am
- Forum: Gameplay Help
- Topic: Request X number of items from a inserter
- Replies: 8
- Views: 3559
Re: Request X number of items from a inserter
You could try setting the item stack override on the inserter to 5 or 10. Then when you count the number picked up, it won't overload.
- Tue Jan 24, 2023 10:09 am
- Forum: Questions, reviews and ratings
- Topic: Is there a mod to clear chest inventory?
- Replies: 4
- Views: 1116
- Sat Oct 01, 2022 1:37 am
- Forum: General discussion
- Topic: Please help me on my academic research about Learning with Factorio
- Replies: 1
- Views: 874
Re: Please help me on my academic research about Learning with Factorio
Hi Marina,
I have completed the survey. Have you played Factorio yourself?
I have completed the survey. Have you played Factorio yourself?
- Tue Aug 16, 2022 9:15 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My Megabase
- Replies: 2
- Views: 3433
Re: My Megabase
It is "technically" possible to unload but it requires this https://forums.factorio.com/viewtopic.php?f=194&t=58728&start=140 Yeah, I'm not doing that! :mrgreen: How many trains do you use ? :D Can you show an indication of the "time usage" ? so that is shows train and t...