Search found 20 matches

by Vile
Sun Jan 14, 2018 10:38 am
Forum: General discussion
Topic: Legacy Train Station Names
Replies: 5
Views: 2765

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. ...
by Vile
Thu Jun 22, 2017 1:46 am
Forum: Releases
Topic: Version 0.15.22
Replies: 38
Views: 24173

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 ...
by Vile
Thu Jun 22, 2017 12:52 am
Forum: Releases
Topic: Version 0.15.22
Replies: 38
Views: 24173

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...
by Vile
Mon Sep 19, 2016 2:39 pm
Forum: General discussion
Topic: Map Challenges
Replies: 3
Views: 2089

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. :)
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by Vile
Fri Dec 11, 2015 9:10 pm
Forum: News
Topic: Friday Facts #116 - Strategy Guide
Replies: 58
Views: 44008

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.
by Vile
Tue Nov 24, 2015 6:06 am
Forum: Releases
Topic: Version 0.12.18
Replies: 16
Views: 35540

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!
by Vile
Mon Nov 23, 2015 7:20 am
Forum: Ideas and Requests For Mods
Topic: Responsive Crafting Queue
Replies: 3
Views: 8196

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...
by Vile
Sun Nov 15, 2015 5:42 am
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202547

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.

Image
by Vile
Sun Nov 15, 2015 3:06 am
Forum: Implemented Suggestions
Topic: Detach Logistic Item Listing From Right Pane
Replies: 4
Views: 14451

Re: Detach Logistic Item Listing From Right Pane

You rock. Thank you!
by Vile
Sat Nov 14, 2015 10:26 pm
Forum: Implemented Suggestions
Topic: Detach Logistic Item Listing From Right Pane
Replies: 4
Views: 14451

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 ...
by Vile
Sun Nov 01, 2015 4:45 pm
Forum: Mods
Topic: [MOD 0.12.x] Transformator
Replies: 32
Views: 48625

Re: [MOD 0.12.x] Transformator

Yep, I'm using it in 0.12.15. It's working great.
by Vile
Sat Oct 31, 2015 12:12 pm
Forum: Mods
Topic: [MOD 0.12.x] Transformator
Replies: 32
Views: 48625

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...
by Vile
Thu Oct 29, 2015 2:56 am
Forum: Not a bug
Topic: [0.12.15] Can't Erase Blueprints
Replies: 2
Views: 4228

Re: [0.12.15] Can't Erase Blueprints

LOL! I've played hundreds of hours by now and have never noticed that. Thanks!
by Vile
Thu Oct 29, 2015 2:07 am
Forum: Not a bug
Topic: [0.12.15] Can't Erase Blueprints
Replies: 2
Views: 4228

[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.
by Vile
Tue Oct 27, 2015 4:31 am
Forum: Resolved Problems and Bugs
Topic: [0.12.14] Technology Research button not working
Replies: 18
Views: 14089

Re: [0.12.14] Technology Research button not working

Confirmed again, Windows 10 64-bit.
by Vile
Tue Oct 20, 2015 4:50 am
Forum: Gameplay Help
Topic: Is This Practical?
Replies: 10
Views: 15045

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...
by Vile
Tue Oct 20, 2015 1:57 am
Forum: Gameplay Help
Topic: Combinator - Train Auto-Resupply
Replies: 5
Views: 13271

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...
by Vile
Sat Oct 17, 2015 9:08 am
Forum: Gameplay Help
Topic: Combinator - Train Auto-Resupply
Replies: 5
Views: 13271

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...
by Vile
Fri Oct 16, 2015 10:00 pm
Forum: Gameplay Help
Topic: Combinator - Train Auto-Resupply
Replies: 5
Views: 13271

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...
by Vile
Thu Jul 23, 2015 4:02 am
Forum: Ideas and Suggestions
Topic: Notification when drill out of ore
Replies: 4
Views: 2571

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...

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