Search found 182 matches
- Fri Jul 03, 2026 7:46 pm
- Forum: Mods
- Topic: [0.17+] Stargate
- Replies: 8
- Views: 7315
Re: [0.17+] Stargate
same question
- Sun Oct 19, 2025 9:53 am
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 9
- Views: 4233
Re: Number Displays and Number Dashboards (Display Panels)
Also the most bug-rich and slow webside, with continious "site not avalilable" problem...
Very very hope so
- Sun Oct 19, 2025 8:55 am
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 9
- Views: 4233
Re: Number Displays and Number Dashboards (Display Panels)
By which criteria it is the best one?HeliGungir wrote: Sun Oct 19, 2025 1:12 amYou mean the best one.Reygan wrote: Sat Oct 18, 2025 4:39 pm From all of the blueprint hosting sites you chosen the worst one...![]()
- Sat Oct 18, 2025 4:39 pm
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 9
- Views: 4233
Re: Number Displays and Number Dashboards (Display Panels)
From all of the blueprint hosting sites you chosen the worst one...HeliGungir wrote: Fri Sep 12, 2025 3:29 am
Blueprint Book: https://www.factoriocodex.com/blueprints/132
- Sat Oct 18, 2025 1:46 pm
- Forum: Combinator Creations
- Topic: Shift register :)
- Replies: 2
- Views: 6418
Re: Shift register :)
Thank you, very useful! 
- Sat Jul 04, 2020 4:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.18.34] Bots try to overfill requester chest if stack size reduced by script
- Replies: 1
- Views: 3300
[boskid][0.18.34] Bots try to overfill requester chest if stack size reduced by script
This problem is happening when was altered the stack size.
As I understood, logistic robots delivers requested items until it reaches request count, or maximum chest item quantity (item_max_stack * cell_count).
When in chest there are items with wrong stack size (changed by mod, or script), bots ...
As I understood, logistic robots delivers requested items until it reaches request count, or maximum chest item quantity (item_max_stack * cell_count).
When in chest there are items with wrong stack size (changed by mod, or script), bots ...
- Fri Jul 03, 2020 1:42 pm
- Forum: Not a bug
- Topic: Visual problem of interface scaling
- Replies: 2
- Views: 2298
Re: Visual problem of interface scaling
Understood. But you have to know - very much people, who likes Factorio have not such big displays 
At least, could you change the game font, to make it not antialiased?
At least, could you change the game font, to make it not antialiased?
- Tue Jun 30, 2020 7:51 am
- Forum: Not a bug
- Topic: Visual problem of interface scaling
- Replies: 2
- Views: 2298
Visual problem of interface scaling
I wanted to write about this problem for a very long time, but there was no time.
My problem is next:
When I set interface scale at normal (100%), half of the game windows are not fits the screen (my resolution is 1280*1024).
When I set interface scale at automatic (75%) - most of windows fits ...
My problem is next:
When I set interface scale at normal (100%), half of the game windows are not fits the screen (my resolution is 1280*1024).
When I set interface scale at automatic (75%) - most of windows fits ...
- Thu Oct 10, 2019 4:01 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 677816
Re: [MOD 0.17+] Industrial Revolution
Help me please, where I can find rubber trees?
- Wed Oct 09, 2019 1:44 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 677816
Re: Recipes from mod not appears in existing save
This save is very valuable for me, and i like your mod, and want to use it together. So, may be you could provide to me some kind of patch, that will migrate my vanilla furnaces to yours?
Sorry, it's literally impossible. They are different types of entity, they have a different size, they ...
- Wed Oct 09, 2019 12:28 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 677816
Re: Recipes from mod not appears in existing save
Mod's new recipes for steel and electric furnaces is not applies to existing furnaces. They staying act like old furnaces, with no way to change current recipe.
Could you advice any console commands to re-enable new recipes functionality for old furnaces?
You shouldn't be able to access ...
- Mon Oct 07, 2019 3:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 677816
Recipes from mod not appears in existing save
Mod's new recipes for steel and electric furnaces is not applies to existing furnaces. They staying act like old furnaces, with no way to change current recipe.
Could you advice any console commands to re-enable new recipes functionality for old furnaces?
Could you advice any console commands to re-enable new recipes functionality for old furnaces?
- Sat Jul 20, 2019 2:52 pm
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 10592
Re: [0.17] Bulk Teleporters
Thank you! I just was confused, that problem fixes with just turning off this mod.
- Sat Jul 20, 2019 2:28 pm
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 10592
Re: [0.17] Bulk Teleporters
And, screens after I turned off the bulk teleporters mod.
Can you advice me something?
Can you advice me something?
- Sat Jul 20, 2019 2:20 pm
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 10592
Re: [0.17] Bulk Teleporters
This is the moment, when I beginning to move - serious lag appears.
There are save with lag moment, and two screenshots with debug information. Honestly, I understood nothing from this info
There are save with lag moment, and two screenshots with debug information. Honestly, I understood nothing from this info
- Sat Jul 20, 2019 11:26 am
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 10592
Re: [0.17] Bulk Teleporters
Yes, lags appearing approximately one time in two-three minutes, especially when going around the map, opening new chunks etc. And each time that lag appers, it becomes some longer.
I will try to check debug output, and write after this.
I will try to check debug output, and write after this.
- Sat Jul 20, 2019 10:04 am
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 10592
Re: [0.17] Bulk Teleporters
There is the save with mods, at that moment, when lags was appeared.
Now I testing teleporters without any other mods. But seems to be without mods there are no lags.
Now I testing teleporters without any other mods. But seems to be without mods there are no lags.
- Sat Jul 20, 2019 9:13 am
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 10592
Re: [0.17] Bulk Teleporters
Hmm. Completely strange...
I turned off some mods, for the clear experiment. Turned on bulk teleporters, and everything went normal.
Then. I turned on all the mods, including bulk teleporters, and also everything was normal! I am absolutely not understand.
Well, ok, anyway if I will have lags, I ...
I turned off some mods, for the clear experiment. Turned on bulk teleporters, and everything went normal.
Then. I turned on all the mods, including bulk teleporters, and also everything was normal! I am absolutely not understand.
Well, ok, anyway if I will have lags, I ...
- Sat Jul 20, 2019 7:32 am
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 10592
Re: [0.16] Bulk Teleporters
Also one thing.
When I using your mod, even I not building\researching anything related to mod, I have periodic longstanding lags. Game is slowing down seriously, and becomes unplayable. After, if I switching your mod off - everything becomes normal. Maybe my computer is not very powerful (64x, 6Gb ...
When I using your mod, even I not building\researching anything related to mod, I have periodic longstanding lags. Game is slowing down seriously, and becomes unplayable. After, if I switching your mod off - everything becomes normal. Maybe my computer is not very powerful (64x, 6Gb ...
- Thu Jul 11, 2019 6:03 pm
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 10592
Re: [0.16] Bulk Teleporters
Alright! I made it work, thank you!
I misunderstood the FAQ in the beginning, I just thought about not green signal but green wire
I misunderstood the FAQ in the beginning, I just thought about not green signal but green wire