Search found 448 matches
- Wed Aug 31, 2022 6:55 pm
- Forum: Questions, reviews and ratings
- Topic: Powerless Lamps
- Replies: 2
- Views: 797
Re: Powerless Lamps
Is there a mod that provides lights that don't use power (for more convenient path lighting)? I've made you one. It's really just a quick and dirty hack, merely a modified copy of the vanilla entity/item/recipe that will be unlocked by the same tech as the vanilla lamp. It even has a localised name...
- Wed Aug 31, 2022 4:02 pm
- Forum: Questions, reviews and ratings
- Topic: Powerless Lamps
- Replies: 2
- Views: 797
Powerless Lamps
Is there a mod that provides lights that don't use power (for more convenient path lighting)?
I searched as best as I knew how but the search terms for this are kind of generic and I couldn't spot anything.
I searched as best as I knew how but the search terms for this are kind of generic and I couldn't spot anything.
- Sun Aug 14, 2022 2:34 am
- Forum: Questions, reviews and ratings
- Topic: [Answered] Mod to consume max electricity from grid?
- Replies: 3
- Views: 976
Re: [Answered] Mod to consume max electricity from grid?
Wow they really moved a lot of the useful things to base; how cool is that. And omg the little Lua code executor thing is so cute!
- Sat Aug 13, 2022 8:08 pm
- Forum: Questions, reviews and ratings
- Topic: [Answered] Mod to consume max electricity from grid?
- Replies: 3
- Views: 976
Re: Mod to consume max electricity from grid?
It's in the base game (now, at least); enable editor mode (open the console and type "/editor"). Open the crafting menu and you should find a new category in which you'll find the electric energy interface. When placed it looks similar to an accumulator and can be configured (by opening o...
- Sat Aug 13, 2022 7:20 pm
- Forum: Questions, reviews and ratings
- Topic: [Answered] Mod to consume max electricity from grid?
- Replies: 3
- Views: 976
[Answered] Mod to consume max electricity from grid?
I haven't played this game in a while, since before it came out of beta. I seem to remember there being a mod that added a building that would consume as much electricity as possible from the grid; either that or maybe it was an adjustable accumulator where you could max out the storage capacity and...
- Tue Jun 16, 2020 4:54 pm
- Forum: Pending
- Topic: [0.17.79] Game froze on quit
- Replies: 5
- Views: 1748
Re: [0.17.79] Game froze on quit
If it happens again, can you create minidump in Process Explorer and upload it here? I'd be interested to see what exectly did it hang on. Yes. Sorry, haven't played or checked forums in a minute, work has been hectic, and also Animal Crossing, lol. However, I see your message here, and if I ever r...
- Tue Apr 21, 2020 3:45 pm
- Forum: Pending
- Topic: [0.17.79] Game froze on quit
- Replies: 5
- Views: 1748
- Tue Apr 21, 2020 3:42 pm
- Forum: Pending
- Topic: [0.17.79] Game froze on quit
- Replies: 5
- Views: 1748
Re: [0.17.79] Game froze on quit
This is definitely not "Technical Help"... weird move.
To anybody confused about finding this here: This was posted to Bug Reports. I'm not really looking for any input or answers. So don't look too hard for a question mark.
To anybody confused about finding this here: This was posted to Bug Reports. I'm not really looking for any input or answers. So don't look too hard for a question mark.
- Tue Apr 21, 2020 3:21 pm
- Forum: Pending
- Topic: [0.17.79] Game froze on quit
- Replies: 5
- Views: 1748
[0.17.79] Game froze on quit
I pressed the Quit button from the in game menu and the game just completely froze (except for the pointer). The quit button was frozen in the bright orange click state. I have never, ever seen Factorio hang before (I go back at least to 0.12.x). I don't really have any other information. The proces...
- Tue Apr 21, 2020 11:16 am
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 27037
Re: Set chain signals to red via circuit network
I asked rseding about it in chat a while back and he basically said they "didn't think it would encourage creative gameplay" and so wasn't worth working on. Obviously, I disagree.
- Tue Apr 07, 2020 8:45 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32207
Re: Make save game overwrites less dangerous
One more use case possibly? If the selected save has a different map string than the current save. I didn't want to complicate the code too much. Version and playtime are in an easy to read header, so that made the implementation quite clean. So, I have another case I'd like to see cause an overwri...
- Mon Mar 23, 2020 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Indicate connection status on circuit/logistic network settings buttons
- Replies: 1
- Views: 766
Indicate connection status on circuit/logistic network settings buttons
In the top right corner of the properties window there's a button for circuit network and logistics network configuration: connect.png I would like each respective button to be highlighted or something to indicate if the item is in fact connected to a circuit network and/or logistics network. In par...
- Fri Mar 20, 2020 3:41 pm
- Forum: Ideas and Suggestions
- Topic: Flashing icon on empty mining drills
- Replies: 9
- Views: 2293
Re: Flashing icon on empty mining drills
+1varundevan wrote: ↑Fri Mar 20, 2020 11:51 amif we could apply a filter to remove the empty mining drills in the deconstruction planner, that would be useful too...
- Fri Mar 20, 2020 6:38 am
- Forum: Ideas and Suggestions
- Topic: Flashing icon on empty mining drills
- Replies: 9
- Views: 2293
Re: Flashing icon on empty mining drills
https://mods.factorio.com/mod/No_Power_Icons takes care of that.
Easier to make a mod to remove them, than to add them if the functionality doesn't exist.
- Thu Mar 19, 2020 10:40 pm
- Forum: Ideas and Suggestions
- Topic: Flashing icon on empty mining drills
- Replies: 9
- Views: 2293
Flashing icon on empty mining drills
I'd like a flashing warning icon on mining drills whose status is "no mineable resources" just to make them easier to spot when doing cleanup rounds.
Not a notification, just an icon, like the no fuel and no power ones.
Not a notification, just an icon, like the no fuel and no power ones.
- Sat Mar 07, 2020 10:01 pm
- Forum: Gameplay Help
- Topic: What determines the red vs. blue ends of trains?
- Replies: 3
- Views: 1309
Re: What determines the red vs. blue ends of trains?
If I'm not wrong, red is what was the back of the train on its last move Hmm; all those trains effectively have the same route though (as far as turnarounds and travel direction go -- each of those trains will leave the pictured stations and arrive back at one of those stations in the reverse orien...
- Sat Mar 07, 2020 9:14 pm
- Forum: Gameplay Help
- Topic: What determines the red vs. blue ends of trains?
- Replies: 3
- Views: 1309
What determines the red vs. blue ends of trains?
Double-ended trains seem to have a red light on one end and a blue light on the other. What determines which end is red vs. blue?
- Fri Mar 06, 2020 10:57 pm
- Forum: Not a bug
- Topic: [0.17.79] Entities in the corner of a substation's electrical range are not reachable by red/green wires
- Replies: 4
- Views: 1194
Re: [0.17.79] Entities in the corner of a substation's electrical range are not reachable by red/green wires
-- edit: In fact, substation has wire reach that is enough to connect to every entity in its supply area. Lamp however, does not have enough wire reach to be connected to substation. Max connection distance is taken as lower value from entities to be connected. Ah; this seems reasonable. Thanks for...
- Fri Mar 06, 2020 10:51 pm
- Forum: Gameplay Help
- Topic: Reasons not to continue using depleted oil patches?
- Replies: 2
- Views: 1387
Reasons not to continue using depleted oil patches?
If an oil patch is depleted, and assuming that: - Powering it is not a problem, and - There are no biters in range of the pollution it generates, and - Oil demand is being satisfied overall Is there any other reason not to continue using depleted oil patches forever? My general setup is picking up o...
- Fri Mar 06, 2020 10:39 pm
- Forum: Gameplay Help
- Topic: Why aren't my oil fields dropping to 20%?
- Replies: 4
- Views: 1975
Re: Why aren't my oil fields dropping to 20%?
While cycles left is greater than 6000 (20% yield) and greater than 20% of the initially available cycles , each pumpjack cycle reduces the number of cycles left by one. What am I missing here and why is this patch (for example) holding at 342% instead of dropping to 9*20%=180%? I bolded what you a...