Search found 133 matches
- Wed Oct 07, 2020 5:38 pm
- Forum: Ideas and Suggestions
- Topic: Electric Discharge Defense trigger on melee damage
- Replies: 8
- Views: 4518
Re: Electric Discharge Defense trigger on melee damage
+1, in it's current configuration I've only used it once and then never again, not looking back once. But to fire it when shields deplete or gets under a certain threshold would actually both make sense and give this (right now) useless item a reason to exist. Though I find this necroing a tad late,...
- Wed Mar 20, 2019 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Cursor placement in "Select a signal"
- Replies: 46
- Views: 15864
Re: Cursor placement in "Select a signal"
Is this even possible to add as a mod just to experiment with the feature and see what side-effects it would have?
- Tue Mar 05, 2019 9:26 pm
- Forum: Ideas and Suggestions
- Topic: Cursor placement in "Select a signal"
- Replies: 46
- Views: 15864
Re: Cursor placement in "Select a signal"
1+
Was just about to suggest it myself. Been thinking of suggesting it for a long time just to find out that it has already been
Was just about to suggest it myself. Been thinking of suggesting it for a long time just to find out that it has already been
- Fri Jan 25, 2019 6:52 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 84533
Re: Friday Facts #279 - Train GUI & Modern Spitter
Will the new ranged attack slow vehicles as well?
Will the train know if it's a dead end where you create the temp. station?
Will the train know if it's a dead end where you create the temp. station?
- Sat Dec 08, 2018 9:41 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 36437
Re: Friday Facts #272 - Mod GUI
Pleeeaase consider adding folders to the mod selection menu!!
Paint mockup:
Paint mockup:
- Fri Aug 17, 2018 2:32 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 52797
Re: Friday Facts #256 - The little things 3
Awesome as always!
Quick question, is the roboport priority for personal roboports something that can be set for other mobile roboports outside the main network (like the one in bobs mods with trains and other vehicles)?
Quick question, is the roboport priority for personal roboports something that can be set for other mobile roboports outside the main network (like the one in bobs mods with trains and other vehicles)?
- Sun Aug 05, 2018 4:40 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92017
Re: Friday Facts #254 - No research queue for you
Come on now guys, let's be civilized about this. I'm 100% sure Kovarex meant well with his decision to take the game in a interactive and fun direction rather than a tech waiting game. Most of the research (besides repetitive bonus research) provide lots of new content to explore, so it shouldn't be...
- Fri Aug 03, 2018 1:12 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92017
Re: Friday Facts #254 - No research queue for you
There you go:
On another note: Great that you added optional notifications for mod creators, I've seen lots of "don't leave feedback here cause I won't get any notification about it" and this will definitely help with that!
On another note: Great that you added optional notifications for mod creators, I've seen lots of "don't leave feedback here cause I won't get any notification about it" and this will definitely help with that!
- Fri Jun 29, 2018 8:05 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 79148
Re: Friday Facts #249 - Dead end exploration
Was wondering when this would be discussed, nice to see all the though you put into this.
- Fri Jun 08, 2018 7:26 am
- Forum: Tools
- Topic: FactorioModsSync
- Replies: 4
- Views: 14782
Re: FactorioModsSync
Yay, now we don't have to wait for 0.17!
- Fri Jun 08, 2018 7:24 am
- Forum: Tools
- Topic: Factsim - A Factorio combinator simulator
- Replies: 12
- Views: 12994
Re: Factsim - A Factorio combinator simulator
interesting idea, too bad it hasn't got much attention
- Mon Apr 02, 2018 9:20 am
- Forum: General discussion
- Topic: I feel hollow after finishing a game of Factorio.
- Replies: 52
- Views: 30007
Re: I feel hollow after finishing a game of Factorio.
Goal: Building your super factories to get to other planets and start colonies where the alien resistance is much higher. Natural phenomenons will stand in your way (huge meteorites that with damage in the range of nukes) which require you to build shield domes, but these shield domes needs energy o...
- Fri Mar 30, 2018 2:54 pm
- Forum: Bob's mods
- Topic: bobs logistics mod belt overhaul
- Replies: 1
- Views: 4932
bobs logistics mod belt overhaul
What does this overhaul do in mod settings?
Only says "turn this on if you like what bob did to transport belts."
Problem is I don't really know when (in time) and what he did to them.
Only says "turn this on if you like what bob did to transport belts."
Problem is I don't really know when (in time) and what he did to them.
- Sun Jan 28, 2018 9:57 am
- Forum: Technical Help
- Topic: Automatic Steam update notice, "ok" for the 100:th time
- Replies: 7
- Views: 2935
Automatic Steam update notice, "ok" for the 100:th time
I'm playing on a dedicated server which uses 0.16.19 the host of the server ain't available to update each time a new update comes out. How many times do I have to press "ok" on this message before it understands that I do know I'm not updating automatically? https://i.imgur.com/40ugmdZ.png
- Sat Jan 27, 2018 12:17 am
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 51894
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
What do you think about "Factorio RTS" scenario? It will be something like: PvP. You start in god mod without a character. You start with a Roboport,a few bots, a chest of some starting supplies, and the necessary technology. (already placed) You cannot place anything directly, only ghost...
- Wed Jan 24, 2018 1:57 pm
- Forum: Mod portal Discussion
- Topic: My wishes for Mod Portal 2.0
- Replies: 28
- Views: 13825
Re: My wishes for Mod Portal 2.0
Advanced search!
search/filter by;
compatible factorio version
author
date
tags
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update date or sort by update date
Also make all the searchable elements sortable from A-Z or 0-9 and vice versa
search/filter by;
compatible factorio version
author
date
tags
name
downloads
likes
number of discussions
update date or sort by update date
Also make all the searchable elements sortable from A-Z or 0-9 and vice versa
- Mon Jan 22, 2018 4:18 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 46
- Views: 20879
Re: Circuit network connections for splitters
If only the same would be true for all robot chest-only logistic #ItsNotaNerfIfItsCombinators
- Tue Jan 16, 2018 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 46
- Views: 20879
Re: Circuit network connections for splitters
This sounds useful and probably needed to compete with the bots
- Wed Jan 10, 2018 4:49 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 54079
Re: Version 0.16.16
First! Changes Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type. Does this mean that the magic splitter sorters will stop working now? https://i...
- Sun Jan 07, 2018 6:56 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 392184
Re: Friday Facts #224 - Bots versus belts
I don't think bots are the problem, but better belts as described, the complexity for bots could go up, yes. But I rather have them controlled by combinator than nerfing their logistic capability for increased complexity. Also: Why not just introduce a start-up setting that disables them instead of ...