Right... I see
thanks Tertius, that helped me understand the mechanic.
appreciate it.
Search found 54 matches
- Fri Jul 24, 2026 9:34 am
- Forum: Gameplay Help
- Topic: Is it me or a bug?
- Replies: 4
- Views: 631
- Fri Jul 24, 2026 3:09 am
- Forum: Gameplay Help
- Topic: Is it me or a bug?
- Replies: 4
- Views: 631
Re: Is it me or a bug?
on further testing, changing it to a specific planet then triggers the orbital drop.
The question then in why?
if I wants any planet my ship visits to be able to supply, then to drop it back...
that's not game breaking right?
The question then in why?
if I wants any planet my ship visits to be able to supply, then to drop it back...
that's not game breaking right?
- Fri Jul 24, 2026 2:18 am
- Forum: Gameplay Help
- Topic: Is it me or a bug?
- Replies: 4
- Views: 631
Is it me or a bug?
I'm requesting an item (Storage Chest in this case)
The ship in orbit has the item...
But it never drops it...
did I miss something, is it me?
The ship in orbit has the item...
But it never drops it...
did I miss something, is it me?
- Sat Aug 27, 2016 2:27 am
- Forum: Technical Help
- Topic: 14.1 Multiplayer game crash log
- Replies: 0
- Views: 1458
- Mon Apr 18, 2016 12:14 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 470751
Re: [MOD 0.12.27+] SmartTrains 0.3.81
30ms is bad. There must be something wrong i guess. How many trains, lines, smart train stops do you have? How many lines have the signal and signal value rules?
20 trains, about 13 lines and currently 46 stations
They all use signals
EDIT/UPDATE:
I changed the following settings, and it seems ...
20 trains, about 13 lines and currently 46 stations
They all use signals
EDIT/UPDATE:
I changed the following settings, and it seems ...
- Sun Apr 17, 2016 12:46 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 470751
- Wed Apr 13, 2016 10:33 am
- Forum: Show your Creations
- Topic: Outpost status display
- Replies: 12
- Views: 24941
Re: Outpost status display
That method only works for a single signal though right?XKnight wrote:Ok, if you want to share bits inside each signal you can do it at least effectively:
viewtopic.php?p=127288#p127288
or can it work to power lights like the original post?
- Sat Apr 09, 2016 7:38 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 470751
Re: [MOD 0.12.27+] SmartTrains 0.3.81
I can't seem to get "Go to station #" working, or maybe I'm interpreting the functionality wrong.
In the below example. I want the train to always go back to the factory (Station 3) from both Iron and Copper (Station 1 and 2).
I can get via signal value at factory to depart to correct stations, but ...
In the below example. I want the train to always go back to the factory (Station 3) from both Iron and Copper (Station 1 and 2).
I can get via signal value at factory to depart to correct stations, but ...
- Thu Jul 23, 2015 9:13 am
- Forum: Duplicates
- Topic: [0.12.0] Rotating blueprint crashes game.
- Replies: 3
- Views: 6816
- Wed Jul 22, 2015 12:55 pm
- Forum: Duplicates
- Topic: [0.12.0] Rotating blueprint crashes game.
- Replies: 3
- Views: 6816
[0.12.0] Rotating blueprint crashes game.
Rotating my mining outpost blueprint crashes game.
I've attached the save at the point in which I'm about to place the blueprint (mining outpost blue print in inventory).
I've attached the save at the point in which I'm about to place the blueprint (mining outpost blue print in inventory).
- Wed Jul 22, 2015 12:48 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 175048
Re: [MOD 0.12] Blueprint String
Please report any strings that do!
Trying to place blueprints when the mod is turned on causes the game to crash.
(was trying to place this blue print at the time)
H4sIAAAAAAAA/6Vb7W7iWgx8laq/yQrnk6jiWSoWcruR0gQlQdoV4t1vKFBU8Dk5M/6deDK2x+OT0O66l6bbbpqX9/Wxasd6rKthfTy2m89q/frfZhijsd+0
w77rx ...
Trying to place blueprints when the mod is turned on causes the game to crash.
(was trying to place this blue print at the time)
H4sIAAAAAAAA/6Vb7W7iWgx8laq/yQrnk6jiWSoWcruR0gQlQdoV4t1vKFBU8Dk5M/6deDK2x+OT0O66l6bbbpqX9/Wxasd6rKthfTy2m89q/frfZhijsd+0
w77rx ...
- Sat Jul 18, 2015 3:26 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 190502
Re: Version 0.12.0
Ummm... does that mean whilst lasers are the same "effectiveness", now gun turrets are half as powerful? (double the size, but not any more powerful)FactorioBot wrote:
- All turrets are now 4x4; laser turrets are 4x more expensive and powerful, gun turrets are 2x more expensive
- Wed Jul 15, 2015 11:44 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 251309
Re: [0.11.x][v0.1.5] Bob's Warefare mod
Is there a way to enable these in an existing game?bobingabout wrote:New update to 1.5
New better night vision, modular solar panels, and turrets I think.
EDIT: Ignore me... found it....
- Wed Jul 15, 2015 2:22 am
- Forum: Mods
- Topic: [0.11.22] Command Control - Remote viewing and management
- Replies: 14
- Views: 29528
Re: [0.11.22] Command Control - Remote viewing and management
Wow! Thank you!
- Tue Jul 14, 2015 4:23 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 130801
Re: [0.11.x][v0.1.2] Bob's Enemies Mod
Hi Bob,
I've just started playing your mods after seeing it here.
I'm a little lost when it comes to the multi coloured alien artifacts, what are they used for?
I've just started playing your mods after seeing it here.
I'm a little lost when it comes to the multi coloured alien artifacts, what are they used for?
- Mon Jan 27, 2014 5:29 am
- Forum: Balancing
- Topic: [0.8.8] Basic Accumulator energy balance
- Replies: 3
- Views: 7589
Re: [0.8.8] Basic Accumulator energy balance
Output/Input is 300W and capasity 5kJ. They could discharge under 17 seconds if you got enough consumption. Disconnecting steam engines will help.
Hmm... you're right, disconnecting the steam power seems to make the display showe higher kW output on the accumulators.
This UI for solar energy is ...
Hmm... you're right, disconnecting the steam power seems to make the display showe higher kW output on the accumulators.
This UI for solar energy is ...
- Mon Jan 27, 2014 2:34 am
- Forum: General discussion
- Topic: New here, some questions/sugestions
- Replies: 2
- Views: 5148
Re: New here, some questions/sugestions
don't forget the bug hunting hedgehog!FreeER wrote:1. 4+ (+ is artists/musicians), yes: http://www.factorio.com/contact
- Mon Jan 27, 2014 2:31 am
- Forum: Show your Creations
- Topic: I'm sorry
- Replies: 2
- Views: 6911
I'm sorry
I'm sorry Connor;
I think I created Skynet
- Mon Jan 27, 2014 1:40 am
- Forum: Balancing
- Topic: [0.8.8] Basic Accumulator energy balance
- Replies: 3
- Views: 7589
[0.8.8] Basic Accumulator energy balance
The balance between accumulator storage capacity and transfer rate is very off, I mean VERY off.
I have some pictures below which will illustrate what I'm about to say.
Currently, at FULL discharge, I would only use up about 18kW, but with 8.6MJ storage it works out to be about 10%.
Which means ...
I have some pictures below which will illustrate what I'm about to say.
Currently, at FULL discharge, I would only use up about 18kW, but with 8.6MJ storage it works out to be about 10%.
Which means ...
- Sun Jan 26, 2014 12:13 pm
- Forum: General discussion
- Topic: Question on Modular Armor
- Replies: 7
- Views: 9546
Re: Question on Modular Armor
I just tried it out.Pickle wrote:I find the lasers to be useless compared to Destroyer Capsules.
You're right, very right.
These Destroyer Capsules are amazing.
change to this setup now.
Kite, Kite, Kite

