Search found 28 matches
- Sun Feb 09, 2025 8:02 am
- Forum: Ideas and Suggestions
- Topic: QOL: Time stamps for the ingame console.
- Replies: 5
- Views: 258
Re: QOL: Time stamps for the ingame console.
You can do this with the ts utility from moreutils , as a piped command when launching the game, eg for a Headless Server.
Good luck!
Very valuable tip, not just for Factorio but for general server management. (That I already know)
I just want that in-game for the log/console/chat ;-)
A ...
- Sat Feb 08, 2025 8:56 am
- Forum: Ideas and Suggestions
- Topic: QOL: Time stamps for the ingame console.
- Replies: 5
- Views: 258
QOL: Time stamps for the ingame console.
Please add UNIX time stamps to any entry in the console and let the client render those localized so we finally know when what happend.
I like to know when people connect / disconnect to my game because I often run the game idle in the background as a OP screen saver π€£
(Watching trains doing their ...
I like to know when people connect / disconnect to my game because I often run the game idle in the background as a OP screen saver π€£
(Watching trains doing their ...
- Sun Feb 02, 2025 9:09 pm
- Forum: Combinator Creations
- Topic: Fuel consumption control for thrusters in Space Age
- Replies: 50
- Views: 90477
Re: Fuel consumption control for thrusters in Space Age
Uhm...
Just use a tank behind the pump to measure the fuel level.
Then set the pump(s if its a bigger ship, still only one tank to measure) to turn of at the desired % of 1k.
Then make a test flight to dial in offset for the sweet spot of your ship and your good to go.
This is a self regulating ...
Just use a tank behind the pump to measure the fuel level.
Then set the pump(s if its a bigger ship, still only one tank to measure) to turn of at the desired % of 1k.
Then make a test flight to dial in offset for the sweet spot of your ship and your good to go.
This is a self regulating ...
- Fri Jan 24, 2025 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 51
- Views: 5996
Re: Please, PLEASE make circuit connection behavior configurable per wire
Any news on this?
Because it would reduce headaches a lot...
Because it would reduce headaches a lot...
- Tue Oct 22, 2024 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 58
- Views: 17272
Re: Auto-launching of mixed rockets
You can set a custom rocket load out on the space platform, there is a option for that.
But I think it's still only a single type of item that gets send, so the rocket is mostly empty.
You're supposed to automate that with the circuit network.
And honestly I think it's fine that way, it's still ...
But I think it's still only a single type of item that gets send, so the rocket is mostly empty.
You're supposed to automate that with the circuit network.
And honestly I think it's fine that way, it's still ...
- Fri Jul 19, 2024 1:10 pm
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 32606
Re: Friday Facts #420 - Fusion Reactor
I think it looks absolutely awesome.
But I don't like the mechanics, they feel way to similar to fission, rather repetitive.
I'd would love to seen something akin to Helions approach, directly using the magnetic field of the plasma to generate electricity.
This way the generator would be pulsed ...
But I don't like the mechanics, they feel way to similar to fission, rather repetitive.
I'd would love to seen something akin to Helions approach, directly using the magnetic field of the plasma to generate electricity.
This way the generator would be pulsed ...
- Fri Feb 23, 2024 4:08 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 91802
Re: Friday Facts #399 - Trash to Treasure
- You have to build defensive coverage everywhere you build - check, although this time it seem you don't get a planet-wide solution, but HAVE to do it on every point. Can't wait to have additional entiities on mining outposts which have to be delivered and stamped down in a grid.
This is the ...
- Fri Sep 29, 2023 11:52 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 130478
Re: Friday Facts #378 - Trains on another level
Spaghetti trains, hell yeah.
With the new ability to Route trains over the base a lot of possibilities open up.
I wonder how much awesome stuff is left, surely you can't keep this up until release.
That would be one hell of a ride.
Also, can I make a wish?
Hopper/Funnel unloader:
To dump stuff ...
With the new ability to Route trains over the base a lot of possibilities open up.
I wonder how much awesome stuff is left, surely you can't keep this up until release.
That would be one hell of a ride.
Also, can I make a wish?
Hopper/Funnel unloader:
To dump stuff ...
- Sat Jun 20, 2020 6:27 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 91901
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
https://forums.factorio.com/viewtopic.php?p=488255#p488255
I love you guys, you are by far my favorite developer studio.
And I wonder shouldn't pipes that are not connected to any I/O or storage be flushed automatically?
Sure it's a waste, but honestly as somebody who witnessed idiots putting a ...
I love you guys, you are by far my favorite developer studio.
And I wonder shouldn't pipes that are not connected to any I/O or storage be flushed automatically?
Sure it's a waste, but honestly as somebody who witnessed idiots putting a ...
- Sun Apr 05, 2020 10:15 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 110524
Re: Friday Facts #339 - Beacon HR + Redesign process
I don't like the "tower" idea of the beacon.
But I think this design is going somewhere
https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif
Lose the pin on top, sink it deeper into the hole to reduce the complexity.
Basically a hole in the ground with mysterious suspended ...
But I think this design is going somewhere
https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif
Lose the pin on top, sink it deeper into the hole to reduce the complexity.
Basically a hole in the ground with mysterious suspended ...
- Fri Jul 26, 2019 2:33 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 375139
Re: Friday Facts #305 - The Oil Changes
Hm I don't know about the flamethrower ammo, just using crude oil doesn't feel right.
Crude oil is very viscose and actually hard to ignite (don't get it burning so), it just doesn't fit as ammo.
I'd have it rather if you would need a recipe change to require:
1x crude oil barrel
2x petroleum ...
Crude oil is very viscose and actually hard to ignite (don't get it burning so), it just doesn't fit as ammo.
I'd have it rather if you would need a recipe change to require:
1x crude oil barrel
2x petroleum ...
- Fri May 03, 2019 5:05 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 69665
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Jo I would buy a really expensive limited special edition with a high quality hand made hard cover book that includes:
All accumulated Friday Facts up to this point
Art work
Maybe Popular blueprints with description (and a exchange string QR Code)
Tips and tricks
Factorio dev history
Lore
3 ...
All accumulated Friday Facts up to this point
Art work
Maybe Popular blueprints with description (and a exchange string QR Code)
Tips and tricks
Factorio dev history
Lore
3 ...
- Fri Feb 02, 2018 4:36 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 45704
Allow Armors to charge on power poles
Well the idea is simple,
allow the modular/power armor to be charged in the supply area of power poles.
Helps very much in the mid game when you just researched the tech :-D
allow the modular/power armor to be charged in the supply area of power poles.
Helps very much in the mid game when you just researched the tech :-D
- Sun Jan 14, 2018 4:46 pm
- Forum: Ideas and Suggestions
- Topic: How to make pallets work, and fix the bot op problem
- Replies: 1
- Views: 1252
How to make pallets work, and fix the bot op problem
OK this is a touchy topic for a lot of people but while I like bots for their versatility I also detest them to be able to get that kind of performance.
In order to change that, belts need to be able to be competitive with robots in terms of conveniences and speed.
But that is not a easy feat ...
In order to change that, belts need to be able to be competitive with robots in terms of conveniences and speed.
But that is not a easy feat ...
- Sat Sep 10, 2016 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Attack on Albert: Pressure gauges for the pipes
- Replies: 5
- Views: 3345
Re: Attack on Albert: Pressure gauges for the pipes
Indeed, this mod adds everything to solve my problems.
But I'm not quite satisfied with it.
I don't like the idea of adding nine new items when one configurable item is sufficient.
Solving the "connection" mess by adding each piece as standalone isn't good practice.
Another solution to that would ...
But I'm not quite satisfied with it.
I don't like the idea of adding nine new items when one configurable item is sufficient.
Solving the "connection" mess by adding each piece as standalone isn't good practice.
Another solution to that would ...
- Fri Sep 09, 2016 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Ideas for some Loading Changes
- Replies: 3
- Views: 2468
Re: Ideas for some Loading Changes
Well I think you will have to wait until a real pre- game/load lobby system is implemented.
It is possible to validate the check sums for a savegame, but squeezing it into the current game wont be easy, at least if my guesses are right.
But I agree a proper timestamp system which is only downloading ...
It is possible to validate the check sums for a savegame, but squeezing it into the current game wont be easy, at least if my guesses are right.
But I agree a proper timestamp system which is only downloading ...
- Fri Sep 09, 2016 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Attack on Albert: Pressure gauges for the pipes
- Replies: 5
- Views: 3345
Re: Attack on Albert: Pressure gauges for the pipes
Well I'm conditioning my pipe network to be always full pressure with reserves out of the tanks and my current method is not very sustainable one pump in-> two pumps out.
That method wastes energy and maybe even resources (haven't tested that yet).
I know usually you go refinery -> pump -> tanks ...
That method wastes energy and maybe even resources (haven't tested that yet).
I know usually you go refinery -> pump -> tanks ...
- Fri Sep 09, 2016 7:42 pm
- Forum: Ideas and Suggestions
- Topic: Attack on Albert: Pressure gauges for the pipes
- Replies: 5
- Views: 3345
Attack on Albert: Pressure gauges for the pipes
Actually this one is probably only hard on albert because it needs new Art and very little code (I boldly assume this).
Pressure gauges on the pipe for the circuit network, I really needed this in a recent build of mine and ended up misusing a tank and several pumps.
It would only be fair since the ...
Pressure gauges on the pipe for the circuit network, I really needed this in a recent build of mine and ended up misusing a tank and several pumps.
It would only be fair since the ...
- Mon Aug 29, 2016 7:53 am
- Forum: Duplicates
- Topic: MAJOR CRISIS Demo is missing files
- Replies: 1
- Views: 1360
MAJOR CRISIS Demo is missing files
Yes I know I'm exaggerating a bit here but it is true.
I told a friend to try the demo and he was unable to because it is missing:
graphics/entity/gate/wall-diode-green.png
This is in the live steam branch and on the website so I guess your automated building system messed somewhere up.
I was ...
I told a friend to try the demo and he was unable to because it is missing:
graphics/entity/gate/wall-diode-green.png
This is in the live steam branch and on the website so I guess your automated building system messed somewhere up.
I was ...
- Wed Jun 29, 2016 11:12 am
- Forum: Releases
- Topic: Version 0.13.1
- Replies: 42
- Views: 39414
Re: Version 0.13.1
Still problems with the server browser.
It's unresponsive and crashes the game.
It's unresponsive and crashes the game.