Land fill path to the train....kickbackman1277 wrote: βFri Sep 29, 2023 12:29 pmAs we canβt walk on the bridges what happens if for example a train runs out of fuel on elevated tracks over water?
Search found 38 matches
- Fri Sep 29, 2023 8:43 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 100246
Re: Friday Facts #378 - Trains on another level
- Sat May 14, 2022 1:59 am
- Forum: Technical Help
- Topic: 1.1.59 - issues with mod compatibility
- Replies: 2
- Views: 875
Re: 1.1.59 - issues with mod compatibility
Thanks! That was the reason. I have never noticed this before.
- Fri May 13, 2022 11:49 pm
- Forum: Technical Help
- Topic: 1.1.59 - issues with mod compatibility
- Replies: 2
- Views: 875
1.1.59 - issues with mod compatibility
I'm having issues in 1.1.59 with mod dependencies when creating a new game. Affecting Kratstorio 2 where it says that requires Krastorio 2 assets >= 1.1.0 and K2 assets says requires version of K2 >= 1.2.7. current K2 version is 1.2.25 Also noticing this impacting space ex and aai industries All mod...
- Sat Apr 10, 2021 5:55 am
- Forum: Not a bug
- Topic: Artillery priority issues
- Replies: 4
- Views: 1733
Re: Artillery priority issues
Whether this is a bug or not, running into aggroed biters is something you have to deal with yourself. If you load a gun, you have to assume it will be in range of something and therefore shoot it. It might be in an active but yet unrevealed chunk. Therefore you have to protect it and not stand in ...
- Fri Apr 09, 2021 6:03 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 144738
Re: Version 1.1.0
About the movment of the armor/ammo window to the left. The reasons are simple: 1) We needed more space for it now, as it can show both the player and the vehicle and there are shortcuts + alert on the right side already 2) It adds more space for the right panel tooltip info The change is slightly ...
- Fri Apr 09, 2021 4:09 am
- Forum: Not a bug
- Topic: Artillery priority issues
- Replies: 4
- Views: 1733
Artillery priority issues
When using the artillary targetting tool the game does not use closest artillary site. Exhibit A.PNG Case in point - I want to bomb the enemy position in the vacinity of the red circle. each of my bases have shells and I would expect that the two bases circled in blue, being the closest to the targe...
- Tue Nov 24, 2020 4:51 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 144738
Re: Version 1.1.0
Moved the character/vehicle gun window to the left of the quickbar. I play on two screens - and use the left screen for the game - now my import player data like weapons are at the far side of the screen, not handily in the middle of my field of view. I can't see an option to move it back - can you ...
- Sat Nov 21, 2020 10:34 pm
- Forum: General discussion
- Topic: Alt-F4 #14 - Exploring the Infinite
- Replies: 6
- Views: 4838
Re: Alt-F4 #14 - Exploring the Infinite
try adding factorio to your search.... you have to narrow the field first.
It's not rocket science.... well technically space exploration does count I guess
It's not rocket science.... well technically space exploration does count I guess
- Tue Oct 20, 2020 1:55 am
- Forum: Gameplay Help
- Topic: Lazy Bastard achievement question
- Replies: 4
- Views: 2142
Re: Lazy Bastard achievement question
Basically you can craft the following additional items.
1 x Burner Miners
4 x Stone furnaces ( 1 for burner miner, 1 for boiler)
1 x Assembler
1 x lab
10 x Red Science
1 x Off shore pump
1 x Boiler
1 x Steam Engine
2 x power poles (1 craft for 2 poles)
1 x Burner Miners
4 x Stone furnaces ( 1 for burner miner, 1 for boiler)
1 x Assembler
1 x lab
10 x Red Science
1 x Off shore pump
1 x Boiler
1 x Steam Engine
2 x power poles (1 craft for 2 poles)
- Tue Oct 13, 2020 11:14 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 90312
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Just have a fuel train that drops fuel off at every station yeah... that's one of the workarounds that i don't like. and one that is not even possible in some cases. If it is possible to route the train to a fueling station, then how can it be impossible to send fuel to a station on the train's rou...
- Tue Sep 15, 2020 4:19 am
- Forum: Ideas and Suggestions
- Topic: Make logistic requests easy to find.
- Replies: 2
- Views: 1078
Make logistic requests easy to find.
It would be handy to be able to have a toggle to allow you to sort logistic requests much like your inventory is sorted. Alternatively when you hover over a logistic request the inventory items light up. Can this functionality be inverted so that when you hover over an item in your inventory, the co...
- Sun Aug 02, 2020 3:13 am
- Forum: Not a bug
- Topic: [0.18.38] "Select new contents for the blueprint" saves blueprint directly after new selection
- Replies: 3
- Views: 1945
Re: [0.18.38] "Select new contents for the blueprint" saves blueprint directly after new selection
I can see why this is needed. Is there the ability to add an undo/revert feature?
- Sat Aug 01, 2020 10:32 pm
- Forum: Duplicates
- Topic: No way to cancel replace blue prints option
- Replies: 1
- Views: 846
No way to cancel replace blue prints option
When updating the contents of a blueprint, changes are committed without saving. I accidentally overwrote a key blueprint with no way to recover this. Steps to replicate: 1. Create a blueprint and save it. 2. Select the tool to update contents and use it. At this stage the blueprint has changed. 3. ...
- Sat Aug 01, 2020 10:24 pm
- Forum: Not a bug
- Topic: [kovarex] [0.18.39] Re-opening the blueprint screen goes to the root, rather than the book you were working from.
- Replies: 7
- Views: 2480
Re: [0.18.39] Re-opening the blueprint screen goes to the root, rather than the book you were working from.
I too would like to see this feature - maybe make it an option that you can toggle on/off?
- Tue Jul 28, 2020 5:26 am
- Forum: Ideas and Suggestions
- Topic: Let the car and tank move like the player (omnidirectional wheels)
- Replies: 54
- Views: 15240
Re: Let the car and tank move like the player (omnidirectional wheels)
I've found that after 2500+ hours in the game, that driving has become natural and I don't really have too many issues. Just takes a bit of practice to get the hang of it. Guess it helps that I've been driving irl for 40 years :-) Parking the car in my carpark, or driving in my base on the other han...
- Tue Jul 21, 2020 5:11 am
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 20257
Re: Add the ability to connect splitters to circuit network
The first application came about when I wanted to set the priority function of a splitter to on when the number of an item down stream dropped below a certain number. I was happy with two branches of my factory each getting 50% of the inbound resources, however the loads on each branch were not equa...
- Mon Jul 20, 2020 11:59 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 20257
Add the ability to connect splitters to circuit network
TL;DR Allow splitters to become programatically "smart" in their operation. What ? Connecting splitters to the circuit network would allow for conditional branching of resource flows. I.e. the ability to have a splitter send items to one side as a priority based upon down stream requireme...
- Tue Jun 30, 2020 12:36 am
- Forum: Ideas and Suggestions
- Topic: Add a Active Mod Toggle to Manage Mods Panel
- Replies: 0
- Views: 740
Add a Active Mod Toggle to Manage Mods Panel
When you have a lot of mods installed, it becomes annoying to scroll down the list to see what you have currently enabled. There is a need for a toggle setting for All Mods/Enabled Mods for this list.
- Sun Mar 22, 2020 12:13 pm
- Forum: Ideas and Suggestions
- Topic: GUI Mod Portal Feature Request
- Replies: 2
- Views: 1074
Re: GUI Mod Portal Feature Request
As my wife says ALL the time - "it's the little things..."
- Sat Mar 21, 2020 12:24 am
- Forum: Ideas and Suggestions
- Topic: GUI Mod Portal Feature Request
- Replies: 2
- Views: 1074
GUI Mod Portal Feature Request
When on the update tab in the mod portal and I have selected some mods to update, the Confirm Button is green however the update selected is neutral grey. I am forever clicking on the shiny green confirm button, as it is more visible. Would there be benefit to having the update selected button becom...