Search found 15 matches
- Wed Nov 13, 2024 10:35 pm
- Forum: Gameplay Help
- Topic: How do I see my character's current speed?
- Replies: 0
- Views: 231
How do I see my character's current speed?
When I hover over a vehicle, it pops up a screen in the bottom right and shows, among other things, the current speed. When I hover over my character, no such window appears. Is there any way to see my character's current speed? (e.g. I'm curious if I'm going faster than a car with my current number ...
- Tue Dec 15, 2020 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Concrete should make Spidertron faster
- Replies: 5
- Views: 2765
Concrete should make Spidertron faster
Late game I rarely leave spidertron, and its a shame that this makes concrete ~useless. Also Spidertron is a bit slow with "only" three exoskeletons. Giving Spidertron a speed boost on concrete would make it faster to navigate the base and keep the incentive to mass-produce and mass-deploy refined ...
- Wed Mar 20, 2019 12:00 am
- Forum: Duplicates
- Topic: [0.17.16] Could not load saved game with 0.17.15 version
- Replies: 3
- Views: 1610
Re: [0.17.16] Could not load saved game with 0.17.15 version
I get the same error. Worked in 0.17.15 last night. Hope my save isn't lost...
- Wed Mar 21, 2018 2:36 am
- Forum: Maps and Scenarios
- Topic: Hammer of the Gods: A Campaign-esque custom scenario
- Replies: 10
- Views: 17585
Re: Hammer of the Gods: A Campaign-esque custom scenario
Why not publish this as a mod? (to make installation easier)
- Fri Dec 29, 2017 3:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.7] Crash loading old saved game, OS X
- Replies: 1
- Views: 1136
[0.16.7] Crash loading old saved game, OS X
Save attached; log inline
0.000 2017-12-29 10:00:44; Factorio 0.16.7 (build 34551, mac, steam)
0.000 Operating system: macOS 10.11.6
0.000 Program arguments: "/Users/jonathanpaulson/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app"
0.000 Read data path: /Users ...
0.000 2017-12-29 10:00:44; Factorio 0.16.7 (build 34551, mac, steam)
0.000 Operating system: macOS 10.11.6
0.000 Program arguments: "/Users/jonathanpaulson/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app"
0.000 Read data path: /Users ...
- Thu May 04, 2017 3:29 am
- Forum: Gameplay Help
- Topic: Help with Trains
- Replies: 5
- Views: 3182
Re: Help with Trains
Thanks everyone for the help, especially Kelderek for the annotated images! I managed to get it working.
- Wed May 03, 2017 12:51 pm
- Forum: Gameplay Help
- Topic: Help with Trains
- Replies: 5
- Views: 3182
Help with Trains
I'm trying to get my first multi-train track working, but either I can't figure out signals or my design is busted. My base is supposed to have two unloading stations with a loop on the end; there are two corresponding iron stations on the other end of the track (each iron station has its their own ...
- Sat Feb 18, 2017 10:23 pm
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 44
- Views: 29040
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
I'm really excited to hear about plans for a new campaign. The current one (and goal/story-oriented content in general) is one of my favorite parts of the game.
- Sat Oct 22, 2016 8:37 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 146452
Re: Friday Facts #160 - Playtesting
You may have patch not very far, but they are poor in ressources, each patch got more and more ressource as distance between said patch and starting area grow. Each outpost will then last longer.
I have always found there to be enough resources within comfortable belt distance to "finish the game ...
I have always found there to be enough resources within comfortable belt distance to "finish the game ...
- Sat Oct 22, 2016 3:16 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 146452
Re: Friday Facts #160 - Playtesting
In all my vanilla playthroughs (including a just-finished 0.14), I have never felt the need for trains. A few-hundred tile conveyer belt always seemed more convenient. Please change something so that trains become a natural option (As of a while ago, the RSO mod did a good job of this).
- Sun Mar 06, 2016 9:55 pm
- Forum: Bob's mods
- Topic: Wood
- Replies: 11
- Views: 27698
Re: Wood
Buggi: You can use a priority queue for this, which can find the next (i.e. lowest-time event for you). I don't know Lua, but it should be easy to find an implementation online (or in the Lua libraries), for example https://rosettacode.org/wiki/Priority_queue#Lua
Then your main loop can look ...
Then your main loop can look ...
- Sun Oct 11, 2015 5:45 pm
- Forum: Technical Help
- Topic: [0.12.10] Tight Spot scenario pack isn't working
- Replies: 0
- Views: 3331
[0.12.10] Tight Spot scenario pack isn't working
I'm on OS X.
.../factorio/temp/currently-playing/control.lua:73: attempt to index global 'tightspot' (a nil value)
.../factorio/temp/currently-playing/control.lua:73: attempt to index global 'tightspot' (a nil value)
- Thu Mar 26, 2015 11:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19 OS X][cube] Scenario pack campaigns don't work
- Replies: 2
- Views: 2340
Re: [0.11.19 OS X][cube] Scenario pack campaigns don't work
That worked! Thanks for your help.
- Thu Mar 26, 2015 12:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19 OS X][cube] Scenario pack campaigns don't work
- Replies: 2
- Views: 2340
[0.11.19 OS X][cube] Scenario pack campaigns don't work
"Transport belt madness" fails with "__level__/control.lua:4: __level__/transportbeltmadness.lua:4: LuaGameScript doesn't contain key gettext."
"Tight spot" fails with "Invalid autoplace control id (4)."
OS X Yosemite, build 13860.
(Since 0.10.x doesn't work on Yosemite, I don't think there is ...
"Tight spot" fails with "Invalid autoplace control id (4)."
OS X Yosemite, build 13860.
(Since 0.10.x doesn't work on Yosemite, I don't think there is ...
- Sun Mar 22, 2015 3:50 am
- Forum: Ideas and Suggestions
- Topic: Telling inserters where to place items on transport belts
- Replies: 33
- Views: 25587
Inserters could choose which side of the conveyer they use
----- joined ------ ßilk --------
Right now, the fact that inserters always place on the far or left side of the belt constrains some designs, especially early game. It would be really helpful to have this be a programmable option on the inserters.
The options should be "far vs. near" and "left ...
Right now, the fact that inserters always place on the far or left side of the belt constrains some designs, especially early game. It would be really helpful to have this be a programmable option on the inserters.
The options should be "far vs. near" and "left ...