Search found 171 matches
- Wed Jul 20, 2016 1:22 pm
- Forum: Not a bug
- Topic: [13.9] Inserting modules manualy wont cancel robot job order
- Replies: 11
- Views: 4254
Re: [13.9] Inserting modules manualy wont cancel robot job order
Not trying to argue, but that seems inconsistent with existing mechanics. If you place an entity manually, robots will not place another entity over it again.
- Fri Jul 15, 2016 3:46 pm
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 32734
Re: Friday Facts #147 - Multiplayer rewrite
Thats what I'm wondering as well. 0.14 or beyond seems the most likely to me, but they may wish to try to get the best multiplayer experience for the stable release of 0.13 since it has the game lobby and other MP features.Compboy wrote:Good news.
When will we see this? .14?
- Thu Jul 14, 2016 9:09 pm
- Forum: Technical Help
- Topic: Virus
- Replies: 2
- Views: 1080
Re: Virus
H ave you tried reinstalling by downloading the zip version of the game directly from factorio.com?
- Tue Jul 12, 2016 12:59 pm
- Forum: Off topic
- Topic: Why virtual reality got so high requirements?
- Replies: 9
- Views: 5395
Re: Why virtual reality got so high requirements?
Its mainly because to trick your mind you need very high frame rates (90+) and very low latency.
- Mon Jun 27, 2016 6:14 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320224
Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3
That is correct. If you DO have bobs mods, it just makes the cannon use more expensive Bobs mods items.Pasmans23 wrote:So let me get this straight: this mod is compatible with Bob's mods, but does not need it? Like I can download and use this mod without any of the Bob's mods installed?
- Thu May 26, 2016 8:49 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 17001
Re: trying to make a mod, accidentally crashed my whole computer
Well it is possible that these crashes are not directly caused by factorio. Instead, factorio uses all the ram, and then windows itself and/or a different application is the cause of the crash when it tries to use some more ram. In which case, we'll have to bitch at microsoft to fix their broken OS...
- Fri May 06, 2016 1:18 pm
- Forum: Gameplay Help
- Topic: [FIXED] IN NEED belt corners
- Replies: 12
- Views: 4530
Re: IN NEED belt corners
Pic: https://drive.google.com/open?id=0B0vpLA_AoPDfRkVvbUdrRDNFSHc Sorry for the wait! What game version do you have? This looks like 0.11 since belt corners work properly in 0.12. I'd recommend updating to latest one. The game is updated but started awhile agoo and the belt was palceed in 0.12.30 ...
- Wed Apr 27, 2016 6:28 pm
- Forum: Not a bug
- Topic: Memory leak when left a long time.
- Replies: 22
- Views: 7210
Re: Memory leak on title screen
I'm not able to reproduce this. When I let it sit the memory usage stays *exactly* at the same amount. The debugger even shows the memory allocations don't increase or decrease. Have you checked any other running programs you might have going? Anything that might hook into processes or modify them ...
- Tue Apr 12, 2016 3:23 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 82486
Re: [0.11.x] Y.Petremann's mods (6 mods)
--Snip-- Nice work pac0master. I took your patch, and patched it. Items placed onto transport belts should be working correctly, as well as the void chest deleting stuff off of belts. If there was a license that allowed it, I would throw this on GitHub and start a new thread for it. creative-mode_1...
- Tue Apr 12, 2016 2:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.30] [kovarex] Robots continuously hover above my character
- Replies: 12
- Views: 4329
Re: [0.12.30] Robots continuously hover above my character
Downloaded the save and can confirm. Not sure how to reproduce. Ubuntu 16.04 - 12.30
- Tue Apr 12, 2016 2:00 am
- Forum: Multiplayer
- Topic: Glitch
- Replies: 8
- Views: 2883
Re: Glitch
Did you recently upgrade to laser turrets? They take a massive amount of power to actually fire.
- Mon Apr 11, 2016 8:24 pm
- Forum: General discussion
- Topic: Poll: Loader vs. Heavy-Inserter
- Replies: 26
- Views: 11059
Re: Poll: Loader vs. Heavy-Inserter
For example, have bots use docking points on chests to grab or deposit items. Now instead of 500 bots power loading a chest, only a single bot can access a chest at a time. A half a second action suddenly takes 5 minutes to complete. Inserters can take about 5 minutes to handle a chest, right? Cong...
- Sat Apr 09, 2016 2:11 pm
- Forum: General discussion
- Topic: Poll: Loader vs. Heavy-Inserter
- Replies: 26
- Views: 11059
Re: Poll: Loader vs. Heavy-Inserter
As for whats included in the base game, I voted for the loader, but I would love the see the ability for mods to make either happen, regardless of what makes it into the base game.
- Wed Apr 06, 2016 9:10 pm
- Forum: Gameplay Help
- Topic: Simple train issue is boggling me....
- Replies: 3
- Views: 1494
Re: Simple train issue is boggling me....
Needs signals on both sides for 2 way travel
Signal Rail Signal
S || S
Signal Rail Signal
S || S
- Sat Apr 02, 2016 8:35 pm
- Forum: Gameplay Help
- Topic: Chain signal placement help
- Replies: 5
- Views: 1958
Re: Chain signal placement help
With intersections in general, you want chain signals on any entrance into the intersection (as well as and crossings) and normal signals on the exits of an intersection.
So in the intersection above, you would would also want a chain signal on the bottom of the tracks before the Y.
So in the intersection above, you would would also want a chain signal on the bottom of the tracks before the Y.
- Wed Mar 30, 2016 1:28 pm
- Forum: Gameplay Help
- Topic: Two-directional single track...
- Replies: 2
- Views: 1057
Re: Two-directional single track...
Yup, that is how it has to be. I'm really surprised its not covered in the Wiki, but I know its been mentioned many time on the forums.
- Mon Mar 28, 2016 7:26 pm
- Forum: Modding help
- Topic: Ore player damage and spread.
- Replies: 4
- Views: 1620
Re: Ore player damage and spread.
You could use the payers current x\y coordinates, then do a entity search to see if there is some of your ore under the player, and then call the damage method on the player if there is.
I think it's do able, but performance may be an issue?
I think it's do able, but performance may be an issue?
- Mon Mar 28, 2016 12:52 am
- Forum: Gameplay Help
- Topic: Flow through split pipes
- Replies: 6
- Views: 3396
Re: Flow through split pipes
I'm not 100% sure, but it may depend on the length of the pipe after the fork. If those are equal then I would assume it is divided mostly equally.
- Sat Mar 26, 2016 3:17 pm
- Forum: Gameplay Help
- Topic: Divide Stacks in the inventory
- Replies: 2
- Views: 1924
Re: Divide Stacks in the inventory
There is a setting in the other section "Always keep the players main inventory sorted". Unchecking that SHOULD let you do whatever you want in the inventory screen.
- Fri Mar 25, 2016 2:44 pm
- Forum: Modding help
- Topic: Allow placing floors closer to water
- Replies: 3
- Views: 1668
Re: Allow placing floors closer to water
Its not just concrete, putting anything but grass next to water gets really REALLY weird....