Wow.
I never understood why soccer fans cheer for their team on tv when no one is around.
Today, i clapped twice reading this blogpost.
Just... wow. Bravo!
Search found 45 matches
- Fri Jan 05, 2024 4:44 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 136
- Views: 33301
- Sun Oct 08, 2023 12:16 pm
- Forum: General discussion
- Topic: Today I learned...
- Replies: 3
- Views: 1747
Re: Today I learned...
*getting this from the grave, but the title fit, so...*
Today i learned (after 3k hours of Factorio) you can ride cargo wagons by entering with "Enter"
Today i learned (after 3k hours of Factorio) you can ride cargo wagons by entering with "Enter"
- Sun Apr 30, 2023 9:57 am
- Forum: Duplicates
- Topic: [1.1.81] Belt get stuck by overfeeding items
- Replies: 2
- Views: 829
[1.1.81] Belt get stuck by overfeeding items
Hello, today i learned that a looped belt will get stuck if you overfeed it with items with an inserter (as visible on my screenshot on the right side). No need for a video, the belts stop moving the items forward. I understand that this is a somewhat direct consequence of the change made to fill up...
- Sat Sep 17, 2022 12:41 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 54629
Re: Industrial Revolution 2 discussion
May i post another small issue i found these days: In my inventory crafting tab, modules are sorted like this: Inventory-crafting.png This in sync with selecting a crafting recipe in a assembler. But if i choose the module from a signallist (like, selecting it as signal for a condition), the sorting...
- Wed Sep 14, 2022 7:01 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 54629
Re: Industrial Revolution 2 discussion
Oh, thx so much for this suggestion. I will do that to my single player game.Deadlock989 wrote: βTue Sep 13, 2022 10:03 pmChange line 61 of code/entities/entities-vehicles.lua from this:
to this:Code: Select all
prototype.burner.burnt_inventory_size = 1
Code: Select all
prototype.burner.burnt_inventory_size = prototype.burner.fuel_inventory_size
- Tue Sep 13, 2022 2:34 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 54629
Re: Industrial Revolution 2 discussion
The situation never arose in my own playthroughs because I don't recall ever having a train route last longer than a single stack of charged batteries, but I can see how it would be possible to do. To clarify and add here, i use the mod Train Control Signals (by Klonan, https://mods.factorio.com/mo...
- Tue Sep 13, 2022 10:27 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 54629
Re: Industrial Revolution 2 discussion
Another Question i like to ask: I ran Industrial Revolution V1 a long time ago and finished it. (Super Awesome btw) Now in IR2, i came to the point where Batteries become available, so i tried to change to batteries as Train fuel. Requests more Setup, but now my trains run on Electricity, Awesome......
- Fri Jan 08, 2021 2:09 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 54629
Re: Industrial Revolution 2 discussion
Sadly, there is a Streamer abusing the mod to stream it while accepting donations:
https://www.twitch.tv/faebss
i did inform hin about this issue, quote "i dont know anything about this"
:/
https://www.twitch.tv/faebss
i did inform hin about this issue, quote "i dont know anything about this"
:/
- Sun Dec 27, 2020 7:48 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 54629
Re: Industrial Revolution 2 discussion
Another +1 here.
Really like the mod, as the first version of it. Big THX, i can only hope the mod makes you as happy as it made me. Nice xmas gift
Really like the mod, as the first version of it. Big THX, i can only hope the mod makes you as happy as it made me. Nice xmas gift
- Thu Dec 03, 2020 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Splitter GUI, clickable graphical priorities
- Replies: 17
- Views: 5543
Re: Splitter GUI, clickable graphical priorities
Yes, my bad. ofc the editor window is live, so if you change something there, no preview is neededickputzdirwech wrote: βThu Dec 03, 2020 12:11 pmNot sure if I understand you correctly, but the preview already shows all the filters and items on the belt.
Then, i guess i cna only vode agains the suggestion made in this thread.
- Thu Dec 03, 2020 8:47 am
- Forum: Ideas and Suggestions
- Topic: Splitter GUI, clickable graphical priorities
- Replies: 17
- Views: 5543
Re: Splitter GUI, clickable graphical priorities
Hmm... this suggestion looks nice, yes. But this will create the first entity that has some kind of controls within the simulation box. So it will be a precedent for further "Suggesstions" and "UI Improvements" to come. I dont like that. Lets remember that the simulation box is j...
- Mon Nov 16, 2020 9:53 am
- Forum: Won't implement
- Topic: Allow fluid energy source for lamps?
- Replies: 11
- Views: 3233
Re: Allow fluid energy source for lamps?
Wow... just Wow. Really nice work there. Again.
- Fri Sep 11, 2020 6:57 pm
- Forum: Outdated/Not implemented
- Topic: Construction bots pickup preference
- Replies: 4
- Views: 2422
Construction bots pickup preference
TL;DR Construction bots should / could use items from storage chests first, like logibots do What ? Logistic bots use a pretty clear priority system for item pickup. Quote from Wiki: Logistic robots will pick up items in the following priority: active provider chests > storage chests > buffer chest...
- Mon Apr 20, 2020 9:10 am
- Forum: Mods
- Topic: LTN vs TSM
- Replies: 10
- Views: 4643
Re: LTN vs TSM
If you try LTN, help yourself and get a UI improvement for it. Super helpful. Like LTN Tracker (deprecated) or LTN Manager
- Tue Apr 14, 2020 8:25 am
- Forum: Logistic Train Network
- Topic: [0.18] LTN Manager (ALPHA)
- Replies: 20
- Views: 14347
Re: [0.18] LTN Manager (ALPHA)
Looks good so far, i will give this a try on the next major update round for my mods, but for now i have come to terms with the old ltn version with a working tracker.
- Tue Mar 31, 2020 6:36 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 109370
- Fri Mar 13, 2020 9:20 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 155548
Re: [MOD 0.18] KRASTORIO^2
On Discord, Linver postet a countdown:
https://www.tickcounter.com/countdown/1 ... -2-release
https://www.tickcounter.com/countdown/1 ... -2-release
- Tue Mar 10, 2020 1:02 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 155548
Re: [MOD 0.18] KRASTORIO^2
Come on, give some more tasty preview stuff, plz!
WANT!
WANT!
- Mon Mar 09, 2020 9:21 am
- Forum: Off topic
- Topic: The virus has caused a factorio type of problem
- Replies: 10
- Views: 7992
Re: The virus has caused a factorio type of problem
That. While comparing numbers is always a bit tricky to get everyone on the same page, at the end of the day its another flu.
- Thu Feb 13, 2020 10:43 am
- Forum: Mod portal Discussion
- Topic: Report stolen mods
- Replies: 65
- Views: 20587
Re: Report stolen mods
As i can see it the whole discussion is circling around the ego of just one person who is offended here and it seems more and more clear, that this persons top priority in modding isn't the fun that players have with the game and the mods, but the recognition that goes with it. The satisfaction of ...