Sure, it's possible, if you know the correct build order for everything. I still have to look through items to find the recipes, especially if I'm playing with mods.
For example, when I go to mine some stone, how much stone do I need? 5? 8? Time to check the Stone Furnace recipe.
There's no reason ...
Search found 1520 matches
- Sat May 14, 2016 5:50 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic player mining?
- Replies: 2
- Views: 1286
- Sat May 14, 2016 5:31 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic player mining?
- Replies: 2
- Views: 1286
Automatic player mining?
In the early game I'd love to be able to stand on top of a resource patch and have it be harvested while I interact with other parts of the GUI (reading recipes, queuing production, etc).
- Sat May 14, 2016 5:28 pm
- Forum: Gameplay Help
- Topic: Building count
- Replies: 9
- Views: 6837
Re: Building count
A mod could certainly add this. Maybe post a feature request to one of the mods that adds smarts to the logistics network?
- Sat May 14, 2016 5:22 pm
- Forum: Technical Help
- Topic: Loading Save File takes 15 minutes
- Replies: 3
- Views: 1536
Re: Loading Save File takes 15 minutes
Next time, instead of one by one, turn half of them on/off at a time. Will require a lot fewer restarts to identify the culprit.
- Sat May 14, 2016 5:21 pm
- Forum: Ideas and Requests For Mods
- Topic: Request for 2 way belt
- Replies: 9
- Views: 4048
Re: Request for 2 way belt
*maybe* you could define some half-width belts that don't collide with each other, and lay them both down in the same tiles?
- Sat May 14, 2016 4:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Insert This
- Replies: 3
- Views: 2900
Re: [MOD 0.12.x] Insert This
Did you miss the part where I wrote this mod two years before K&L Inserters came out?ekerlostw wrote:K&L Inserters are an ultimate solution for all inserter task, there is no need in other mod for same tasks.
- Thu May 12, 2016 6:28 pm
- Forum: Technical Help
- Topic: Game has no Save files
- Replies: 6
- Views: 1826
Re: Game has no Save files
I think something is wrong with your windows roaming profile configuration. Your progress and saved games are going to get written to this path, and if they aren't there later then something outside of Factorio is removing them.0.001 Write data path: C:/Users/Ryan/AppData/Roaming/Factorio
- Thu May 12, 2016 3:23 pm
- Forum: Gameplay Help
- Topic: inserter pulling fuel from a burner miner before it burns?
- Replies: 3
- Views: 1877
Re: inserter pulling fuel from a burner miner before it burns?
That's good to know, and unfortunate for my plans. If I'm going to place miners in a loop, one of them will have to be placed out of order 

- Wed May 11, 2016 10:25 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 112599
Re: Extreme Mining :)
I didn't realize a miner could push items onto an underground belt from the "back". Good to know!
- Wed May 11, 2016 9:31 pm
- Forum: Gameplay Help
- Topic: inserter pulling fuel from a burner miner before it burns?
- Replies: 3
- Views: 1877
inserter pulling fuel from a burner miner before it burns?
I know that inserters pull fuel from miners.
My problem/question is about timing. If I have one burner miner sticking fuel into another burner miner while an inserter waits to pull fuel out of that second miner, why does it get grabbed before it gets burned?
My problem/question is about timing. If I have one burner miner sticking fuel into another burner miner while an inserter waits to pull fuel out of that second miner, why does it get grabbed before it gets burned?
- Wed May 11, 2016 5:31 pm
- Forum: Implemented mod requests
- Topic: Expose pickup_position and insert_position for inserters as writeable via API
- Replies: 2
- Views: 1380
Re: Expose pickup_position and insert_position for inserters as writeable via API
That is... a scary solution. Got links to any of those?
- Wed May 11, 2016 5:30 pm
- Forum: Duplicates
- Topic: [0.12.33] crash when calling print function assigned to a variable
- Replies: 2
- Views: 855
Re: [0.12.33] crash when calling print function assigned to a variable
Sorry for the dupe. Thanks.
- Wed May 11, 2016 8:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Insert This
- Replies: 3
- Views: 2900
[MOD 0.12.x] Insert This
Type: Mod
Name: Insert This
Description: Add right-angle and same-side inserters
License: CC-BY-SA
Version: 0.3.0
Release: 2016-05-11
Tested-With-Factorio-Version: 0.12.33
Category: Item
Tags: Inserters
Download-Url: https://github.com/sparr/factorio-mod-insert-this/releases/download/0.3.0/insert ...
Name: Insert This
Description: Add right-angle and same-side inserters
License: CC-BY-SA
Version: 0.3.0
Release: 2016-05-11
Tested-With-Factorio-Version: 0.12.33
Category: Item
Tags: Inserters
Download-Url: https://github.com/sparr/factorio-mod-insert-this/releases/download/0.3.0/insert ...
- Wed May 11, 2016 7:23 am
- Forum: Implemented mod requests
- Topic: Expose pickup_position and insert_position for inserters as writeable via API
- Replies: 2
- Views: 1380
Expose pickup_position and insert_position for inserters as writeable via API
Many versions ago (0.9) I made a mod that added right angle inserters and a few other custom inserter types (https://forums.factorio.com/viewtopic.php?f=87&t=2719). I'm planning to update that mod for 0.12. It would be nice if eventually we could have mods that let the player manipulate the behavior ...
- Wed May 11, 2016 7:04 am
- Forum: Duplicates
- Topic: [0.12.33] crash when calling print function assigned to a variable
- Replies: 2
- Views: 855
[0.12.33] crash when calling print function assigned to a variable
Fresh game with default settings on OSX.
Steps to reproduce:
/c p=game.local_player.print
/c p(1)
Probably-unhelpful relevant log entries:
Factorio crashed. Generating symbolized stacktrace, please wait ...
1673.562 Warning Logger.cpp:334: Couldn't symbolize stacktrace: (resolving symbol failed ...
Steps to reproduce:
/c p=game.local_player.print
/c p(1)
Probably-unhelpful relevant log entries:
Factorio crashed. Generating symbolized stacktrace, please wait ...
1673.562 Warning Logger.cpp:334: Couldn't symbolize stacktrace: (resolving symbol failed ...
- Wed May 11, 2016 6:54 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 112599
Re: Extreme Mining :)
This is 3 'wasted' space per 3 miners, or 90% efficiency. To be fair, we should probably be including the footprint of a roboport in the logistic chest solutions here, because in a large enough deposit the roboport will have to sit on some of the ore. The roboport uses up 9 spaces out of 2500, so I ...
- Tue May 10, 2016 8:09 am
- Forum: Ideas and Requests For Mods
- Topic: zoom buttons?
- Replies: 4
- Views: 1234
Re: zoom buttons?
UI scaling isn't related to game zoom, afaik. I'm talking about the zooming you normally do with the mouse wheel.
- Mon May 09, 2016 11:43 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 112599
Re: Extreme Mining :)
Also, don't assume that a repeating pattern is the optimal solution here. There is such a thing as tiling that can never repeat, such as penrose tiles.
- Mon May 09, 2016 7:49 pm
- Forum: Ideas and Requests For Mods
- Topic: zoom buttons?
- Replies: 4
- Views: 1234
zoom buttons?
I vaguely recall having a mod, back around 0.9, that gave me UI buttons for zooming to specific zoom levels. I can't find it. Does it exist? Is it updated? Should I write a new one?
- Fri Apr 29, 2016 5:25 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 100
- Views: 83511
Re: [MOD 0.12.X] Time Tools 1.0.5 (& Clock Combinator)
feature request: instead of clicking the time multiplier switching to 1x then to 64x, make it remember what speed I was using and switch between that and 1x.