Search found 20 matches
- Sun Jan 14, 2018 10:38 am
- Forum: General discussion
- Topic: Legacy Train Station Names
- Replies: 5
- Views: 3214
Legacy Train Station Names
So, before Factorio came out on Steam, you used to purchase it through this site only. If you donated a bit more you got to add a name to a list that was randomly pulled from every time someone built a train station - which is why you now end up with some pretty interesting names from time to time. ...
- Thu Jun 22, 2017 1:46 am
- Forum: Releases
- Topic: Version 0.15.22
- Replies: 38
- Views: 26819
Re: Version 0.15.22
Not sure if something just tweaked in my game or if it's happening to others as well, but since this update, using shift-click to lay down track results quite often in the auto-destruct not working properly. Trees are mostly (but not always) being treated as if they are player objects in that they ...
- Thu Jun 22, 2017 12:52 am
- Forum: Releases
- Topic: Version 0.15.22
- Replies: 38
- Views: 26819
Re: Version 0.15.22
Not sure if something just tweaked in my game or if it's happening to others as well, but since this update, using shift-click to lay down track results quite often in the auto-destruct not working properly. Trees are mostly (but not always) being treated as if they are player objects in that they a...
- Mon Sep 19, 2016 2:39 pm
- Forum: General discussion
- Topic: Map Challenges
- Replies: 3
- Views: 2294
Map Challenges
I love when random maps present their own challenges. This is a minor one, but it's fun nonetheless. I play vanilla btw. The two train stations at the bottom are the only oil to be found so far. Once I find more I'll have to figure out how to get it.
- Fri Dec 11, 2015 9:10 pm
- Forum: News
- Topic: Friday Facts #116 - Strategy Guide
- Replies: 58
- Views: 46692
Re: Friday Facts #116 - Strategy Guide
Another thing that would be a good idea to add to the matching screen: how far along the server is. If I'm looking for a brand new server to start fresh, I would hate to have to download each map until I found one by luck. Maybe a map size or current research completion would work for this.
- Tue Nov 24, 2015 6:06 am
- Forum: Releases
- Topic: Version 0.12.18
- Replies: 16
- Views: 36409
Re: Version 0.12.18
No issues here. Running Win 10 64-bit with 3 small mods. I really like the change to the construction bot issue with the trees now being cleared before building stuff. This was driving me nuts!
- Mon Nov 23, 2015 7:20 am
- Forum: Ideas and Requests For Mods
- Topic: Responsive Crafting Queue
- Replies: 3
- Views: 8437
Responsive Crafting Queue
I don't want to change the way the queue operates in terms of crafting time, or back to front, or whatever. I want the crafting queue to be more responsive to the player receiving items. Whether I craft something, pick something up from the ground, or a box, or a robot delivers something, I want the...
- Sun Nov 15, 2015 5:42 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 214627
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10
I tried this out for the first time tonight. After researching the tech, no new options were available to me (ie, I can't build the item). Attaching screenshot of the tech where you can see that it doesn't unlock anything.
- Sun Nov 15, 2015 3:06 am
- Forum: Implemented Suggestions
- Topic: Detach Logistic Item Listing From Right Pane
- Replies: 4
- Views: 14850
Re: Detach Logistic Item Listing From Right Pane
You rock. Thank you!
- Sat Nov 14, 2015 10:26 pm
- Forum: Implemented Suggestions
- Topic: Detach Logistic Item Listing From Right Pane
- Replies: 4
- Views: 14850
Detach Logistic Item Listing From Right Pane
As a player gets further and further into the game, more and more items get placed into the logistics network. The current pane that shows what's available when a player hovers over a requester or provider box needs the ability to change two things (maybe three): List should be able to be sorted by ...
- Sun Nov 01, 2015 4:45 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 50450
Re: [MOD 0.12.x] Transformator
Yep, I'm using it in 0.12.15. It's working great.
- Sat Oct 31, 2015 12:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 50450
Re: [MOD 0.12.x] Transformator
Perfect! This just became the first mod I'll use. I'm a bit of a purist, so I don't use mods typically. Well done, and thank you! Note: it's good for people to know that the transformer will only transfer up to 10MW of power, so if they need more than that, they'll need to hook up multiple transform...
- Thu Oct 29, 2015 2:56 am
- Forum: Not a bug
- Topic: [0.12.15] Can't Erase Blueprints
- Replies: 2
- Views: 4396
Re: [0.12.15] Can't Erase Blueprints
LOL! I've played hundreds of hours by now and have never noticed that. Thanks!
- Thu Oct 29, 2015 2:07 am
- Forum: Not a bug
- Topic: [0.12.15] Can't Erase Blueprints
- Replies: 2
- Views: 4396
[0.12.15] Can't Erase Blueprints
Once you make a blueprint, right-clicking on it no longer erases it to use it again.
Windows 10, 64-bit.
Windows 10, 64-bit.
- Tue Oct 27, 2015 4:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.14] Technology Research button not working
- Replies: 18
- Views: 15055
Re: [0.12.14] Technology Research button not working
Confirmed again, Windows 10 64-bit.
- Tue Oct 20, 2015 4:50 am
- Forum: Gameplay Help
- Topic: Is This Practical?
- Replies: 10
- Views: 15576
Re: Is This Practical?
Honestly, I'm not a fan of the "smelt it where you mine it" mentality. I understand the concept. Truly I do. However, that's more for aliens to attack and you have to build a lot more each time you want a new mining location. What I do is build a central processing plant and a central mega...
- Tue Oct 20, 2015 1:57 am
- Forum: Gameplay Help
- Topic: Combinator - Train Auto-Resupply
- Replies: 5
- Views: 14144
Re: Combinator - Train Auto-Resupply
Here is the blueprint code for what I was talking about. You'd simply plop this down where you want the train to load ammo from and set the total amount of ammo in the system in the constant combinator. You would put another wherever you want to disseminate that ammo from while setting the local con...
- Sat Oct 17, 2015 9:08 am
- Forum: Gameplay Help
- Topic: Combinator - Train Auto-Resupply
- Replies: 5
- Views: 14144
Re: Combinator - Train Auto-Resupply Help
Although that system is simplistic and would work to a degree, I think the amount of ammo needed would vary greatly from the amount needed as the train had to go further and further from base resulting in too much being put on the train over time. Playing with this, I now have a workable, and relati...
- Fri Oct 16, 2015 10:00 pm
- Forum: Gameplay Help
- Topic: Combinator - Train Auto-Resupply
- Replies: 5
- Views: 14144
Combinator - Train Auto-Resupply
Okay, so I did a search and couldn't find anything about this, but I'm sure it's a common problem. Basically, what I'm trying to do is have gun turrets at each outpost resupplied automatically, but I don't want to produce a ton extra and have to devote a separate train, or train car, to carrying a f...
- Thu Jul 23, 2015 4:02 am
- Forum: Ideas and Suggestions
- Topic: Notification when drill out of ore
- Replies: 4
- Views: 2910
Notification when drill out of ore
During late game, when you have multiple fields connected by trains, moving (and noticing) drills that no longer have ore to mine takes more of your time than anything else. Self-relocating drills would be awesome, but it would at least be nice if a notification was made to the player when the drill...