Search found 23 matches
- Sat Nov 02, 2024 8:18 pm
- Forum: Not a bug
- Topic: [2.0.13] Assembler does not immediately stop crafting after condition unmet
- Replies: 1
- Views: 123
[2.0.13] Assembler does not immediately stop crafting after condition unmet
I put assmbler, set recipe to gears. Put enough iron plates for few crafts. Connect assembler to power pole near to get circuit connection settings. Choose read contents to get finished product and set condition: Work if finished product = 0. https://i.imgur.com/UxArUNl.png Expect assembler stop cra...
- Tue Oct 08, 2019 10:10 am
- Forum: Not a bug
- Topic: Alerts overlap armor UI on 720p with 100% scaling
- Replies: 3
- Views: 1346
Re: Alerts overlap armor UI on 720p with 100% scaling
But you see overlap on screen.
I can remove few buttons and see armor, but in default situation I not see it.
I can remove few buttons and see armor, but in default situation I not see it.
- Tue Oct 08, 2019 7:41 am
- Forum: Not a bug
- Topic: Alerts overlap armor UI on 720p with 100% scaling
- Replies: 3
- Views: 1346
Alerts overlap armor UI on 720p with 100% scaling
I play factorio in 1280 pixels wide window, and use 100% interface scale. Everything is ok except bottom right corner. I can't open my armor when have any notifications. And never see battery charge, because it's under belt widget. https://i.imgur.com/4v92UMw.jpg Can we have slider in options to mov...
- Fri Feb 02, 2018 4:04 am
- Forum: Won't fix.
- Topic: Some inserters not unload cargo wagon [16.21]
- Replies: 2
- Views: 2104
Some inserters not unload cargo wagon [16.21]
I don't know why, but it should work. I change inserters and it start work for current train, but when next train come, all broke again.
Savegame:
https://drive.google.com/file/d/1KgOi1l ... sp=sharing
Savegame:
https://drive.google.com/file/d/1KgOi1l ... sp=sharing
- Sat Nov 04, 2017 3:43 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 330525
Re: [MOD 0.15+] Xander Mod v1.3.1
About 1 MW electric furnace - it's exactly same, compare to blast furnace 2 Mw. Your boiler have 50% efficiency and convert 3.6 MW from coal to 1.8 MW in steam, and steam turbines have 100% efficiency, then you get 1.8 MW electricity. Any coal furnace have 100% efficiency, so 2 MW on blast furnace =...
- Sat May 06, 2017 1:31 pm
- Forum: Ideas and Suggestions
- Topic: [0.15.x] Barrels not save temperature
- Replies: 6
- Views: 2627
[0.15.x] Barrels not save temperature
I pack some steam from nuclear reactor in barrel via fill water assembler recipe, and then unpack it back and get water with 15 C.
- Fri May 05, 2017 7:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] [kovarex] Bug with rail signal
- Replies: 10
- Views: 5723
Re: [0.15.6] Bug with rail signal
You can't attach signals in some spots manual, but can do it with blueprints and it's valid spots by game mechanics. Problem is why you can build something by blueprint and it not works right without additional actions by player.
- Mon Feb 27, 2017 1:15 pm
- Forum: Ideas and Suggestions
- Topic: Energy GUI improvements
- Replies: 0
- Views: 772
Energy GUI improvements
I try to think how make Electric network info more readable-useful. Now we have this: http://i.imgur.com/expe7Ua.png Classic solar-accumulator system with more than enough solar panels. When accumulators all charged we see energy usage about 10% of maximum, because production meter contains all accu...
- Mon Dec 12, 2016 6:47 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82400
Re: Friday Facts #168 - Nightvision Nightmare
Green nightvision is awful in any variant.
No dark at night - it's good. One of the mods do it.
Gray nightvision + color arond light - good. Red enemies - great.
No dark at night - it's good. One of the mods do it.
Gray nightvision + color arond light - good. Red enemies - great.
- Wed Nov 02, 2016 12:22 am
- Forum: Mods
- Topic: [MOD 0.14] Tree Challenge
- Replies: 10
- Views: 6082
Re: [MOD 0.14] Tree Challenge
One of the oil spot blocked by tree.
- Tue Oct 18, 2016 9:57 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Hard Storage
- Replies: 3
- Views: 1976
Re: [Request] Hard Storage
For storages we have this: https://mods.factorio.com/mods/Versepelles/VersepellesHardStorage Exoskeleton split in 2 parts in this mod: https://mods.factorio.com/mods/Ranakastrasz/Modular-Armor First give only 5% move speed, second give 30%, but craft harder. This mod add tier 0 trains with very smal...
- Tue Oct 18, 2016 9:47 am
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75131
Re: [0.13][0.14] Building Platform v1.0.2
I think migration script can check, if concrete already researched, then add recipe.Neemys wrote: I don't know a way to detect a config change midgame to automatically activate the recipe.
I find porblems with recipe before we actually research it in our game, but thank you for unlocking recipe mod anyway.
- Tue Oct 18, 2016 9:28 am
- Forum: Mods
- Topic: [MOD 0.14.x] SJT-DirtyOre
- Replies: 16
- Views: 9926
Re: [MOD 0.14.x] SJT-DirtyOre
Oil patch shouldn't depleted, but your mod try to replace it with dirty wariant and everything fails.
- Mon Oct 17, 2016 6:34 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75131
Re: [0.13][0.14] Building Platform v1.0.2
- texture look nice.
- Mon Oct 17, 2016 6:23 pm
- Forum: Mods
- Topic: [MOD 0.14] Tree Challenge
- Replies: 10
- Views: 6082
Re: [MOD 0.14] Tree Challenge
Works great. Thank you very much. Now we can continue our survival without restart map.
- Mon Oct 17, 2016 2:00 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75131
Re: [0.13][0.14] Building Platform v1.0.2
I fix building platform recipe, and try to build it on my save, where concrete already researched. Building platform not added to crafts. If i start new game and research it, everything works properly.
- Mon Oct 17, 2016 1:24 pm
- Forum: Mods
- Topic: [MOD 0.14] Tree Challenge
- Replies: 10
- Views: 6082
Re: [MOD 0.14] Tree Challenge
Thank you for this mod. But can you add command, or config, or maybe migration script, to clean platforms on saved maps?
- Sat Oct 15, 2016 10:05 pm
- Forum: Mods
- Topic: [MOD 0.14] Tree Challenge
- Replies: 10
- Views: 6082
Re: [MOD 0.14] Tree Challenge
Great mod, but can you make config option to make trees possible to remove, but very expensive? Of course it should disabled by default. In https://mods.factorio.com/mods/Neemys/building-platform mod we can change config and use very expensive recipe to add some tiles, but it's not common operation....
- Sat Oct 15, 2016 9:58 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75131
Re: [0.13][0.14] Building Platform v1.0.1
I can build anyting on floor from mods: https://mods.factorio.com/mods/Tone/More_Floors https://mods.factorio.com/mods/Versepelles/VersepellesChunkMarkers I think any modded floors affected. By the way - vanilla stone brics floor can be used too. And I can remove other mods, but i can't fix vanilla ...
- Fri Oct 07, 2016 10:34 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Low-tech solar boiler
- Replies: 3
- Views: 1585
Re: [Request] Low-tech solar boiler
Interesting idea, but broke vanilla factorio feel. We don't have any tech in vanilla related to biology or something.