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- Tue Jan 26, 2021 2:00 pm
- Forum: Technical Help
- Topic: level.dat not found
- Replies: 1
- Views: 1439
- Tue Jan 26, 2021 1:56 pm
- Forum: Technical Help
- Topic: level.dat not found
- Replies: 1
- Views: 1439
level.dat not found
Hi, I am running Factorio on Linux 1.0.0 (build 54889, linux64, steam). Last night I saved a multiplayer game I hosted and then properly quit Factorio. Today, I wanted to continue, but I got an error saying: "/home/<user>/.factorio/saves/<gamename>/level.dat not found". I check the zip and...
- Sat Apr 13, 2019 2:48 pm
- Forum: Duplicates
- Topic: [0.17.31] Ability to place a rail at any distance away from the player
- Replies: 4
- Views: 2122
[0.17.31] Ability to place a rail at any distance away from the player
When trying to attach a rail to an existing one further away it says "Can't reach" -> (1) . But if you press shift -> (2) , click once ->(3) and then release shift ->(4), you can place real rails very far away. 1:https://imgur.com/pCJFE6Z 2:https://imgur.com/F86bT2e 3:https://imgur.com/PF7...
- Tue Apr 09, 2019 5:46 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 65482
Re: Friday Facts #289 - Character GUI
I feel like Buttons 4,5,6 in the Crafting Tab are way to small. Specifically the search Button. I would use "search" to speed up the process of finding an item, so I would not want to waste time aiming for this button. ^^
Is there a shortcut coming for the search feature?
Is there a shortcut coming for the search feature?
- Sun Sep 24, 2017 3:56 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 60477
Re: Friday Facts #209 - Optimisation is a way of life
Great Work! Who cares about new features? I want so many optimisations so that I can run Factorio on my old Thinkpad at 60/60
- Thu Jun 22, 2017 7:51 pm
- Forum: Not a bug
- Topic: 0.15.x Inventory charges robots
- Replies: 3
- Views: 1442
0.15.x Inventory charges robots
When picking a logistic robot or a construction robot, that has no juice left, out of the air and place it back down, it is suddenly fully charged again, as if the inventory would charge the robot.
- Tue Jun 30, 2015 8:14 am
- Forum: Show your Creations
- Topic: Multitrainnetwork belt-based
- Replies: 22
- Views: 25966
Re: Multitrainnetwork belt-based
] why the switchover on the left and right, they will never get used. also 4 trains going straight at the exact same time and deadlock The swithover, because I used the F.A.R.L mod and my train had to swap the rail. You are right. It is not necessary, but it was for me. I think you are wrong, becau...
- Tue Jun 30, 2015 2:28 am
- Forum: Show your Creations
- Topic: Multitrainnetwork belt-based
- Replies: 22
- Views: 25966
Re: Multitrainnetwork belt-based
That looks really good and what I am thinking about your 4way Cross is: So you can do that, but it will get really confusing with all the railsignals and the distance between the rails will get really small, actually wee And you will have problems to place the rail signals. You can do that, what mad...
- Sun Jun 21, 2015 6:46 am
- Forum: Show your Creations
- Topic: Multitrainnetwork belt-based
- Replies: 22
- Views: 25966
Re: Multitrainnetwork belt-based
A_Factorio457 wrote:Can you post a map download? I am having a very difficult time understanding. Thanks
Yes
Just give you google mail address and I will share it on drive with you.
- Sun Jun 07, 2015 10:52 am
- Forum: Show your Creations
- Topic: Multitrainnetwork belt-based
- Replies: 22
- Views: 25966
Re: Multitrainnetwork belt-based
Thank you really much. I think it is a really good idea. You're right, it looks better and works because of no circles better. It's probably even better than my old sytem.
I'll try it in my current map and might upload a map in about on week, when the system is big enough and it's worth it to show.
I'll try it in my current map and might upload a map in about on week, when the system is big enough and it's worth it to show.
- Sun Jun 07, 2015 7:51 am
- Forum: Show your Creations
- Topic: Multitrainnetwork belt-based
- Replies: 22
- Views: 25966
Re: Multitrainnetwork belt-based
Would you mind to explain how it works or give an example?
- Sat Jun 06, 2015 6:01 am
- Forum: Show your Creations
- Topic: Multitrainnetwork belt-based
- Replies: 22
- Views: 25966
Re: Multitrainnetwork belt-based
5/10, contains loops ;) Why do you think, loops are unnessessary? It contains loops, so that a train can just go whereever it wants to go without using a longer ways, instead of going the complete was back to the mainstation. In that way you can create a train schedule with more than two stations.
- Wed Jun 03, 2015 9:12 pm
- Forum: This Forum
- Topic: Factorio forum app. Not like you think
- Replies: 6
- Views: 16854
Factorio forum app. Not like you think
I got an idea for a factorioforum app. It works just in the background. This app works for notifications. So you can log in with your factorioforum account and get notifications in your notification bar, if sb replies on your post or does quote your post.
More ideas? What do you think?
More ideas? What do you think?
- Wed Jun 03, 2015 7:57 pm
- Forum: Ideas and Requests For Mods
- Topic: Treefarming in another way.
- Replies: 1
- Views: 2927
Treefarming in another way.
Let's say you plant a tree, next to it an inserte and next to the inserter a chest. The inserter removes the tree, when it's readys and places a new sapling, if a sapling available in the chest. You use a assembling machine to convert wood in to saplings. In that way you got an automated treefarm. H...
- Wed Jun 03, 2015 11:47 am
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 46234
Re: [Mod 0.11.22] CyberChest 0.5.0
Game doesn't detect the mod. :( Sounds awesome though! W-what? Are you sure, you put it in the right folder, and run game of version 11.22? Does something similar happen with any other mod? I am playing with other mods so i know i put it on the correct folder. My game is 11.22 and no, something lik...
- Wed Jun 03, 2015 11:32 am
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 46234
Re: [Mod 0.11.22] CyberChest 0.7.0
This mod sounds really amazing. I really need to try it.
I got a question: How fast is the tentacle arm and are there any possible improvements for the player on that fancy chest?
I got a question: How fast is the tentacle arm and are there any possible improvements for the player on that fancy chest?
- Wed Jun 03, 2015 11:10 am
- Forum: Mods
- Topic: DDMod + Crossover DDMod/DyTech
- Replies: 26
- Views: 13992
Re: DDMod + Crossover DDMod/DyTech
All that sounds really interesting. Have you got a first version? I would you just delete the parts you want to delete in science, instead of blocking them, because might let the code get too long and the game gets minimal slower. Another point is I think it is pretty hard to block or delete somethi...
- Wed Jun 03, 2015 10:24 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 98477
Re: Final (Maxed) Designs
That's how a friend has shown it to me. ( just ignore the storage chest next to the belt)
- Wed Jun 03, 2015 3:25 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 98477
Re: Final (Maxed) Designs
No sorry I read it wrong. Forgot you need iron...york2dx48 wrote:Why have you got the outputs on two different sides?
- Wed Jun 03, 2015 3:19 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 98477
Re: Final (Maxed) Designs
Why have you got the outputs on two different sides?