Search found 455 matches

by Mr. Tact
Mon Jun 27, 2016 8:52 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

You can't rename stations, as when you click on the box, it closes the dialog box immediately. in order to unlock the flamethrower turrets in an old world you will have to use the console to remove the research for flame-thrower and then re-add the research Don't suppose you know and could share th...
by Mr. Tact
Mon Jun 27, 2016 8:14 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

BTW, there are no obsolete inserters, we can still use regular and fast ones, it's that stack inserter is the most powerful of them all. Devs, thank you for keeping old inserters alive! :D I believe the concern was over the stack bonus applying to the inserters, not their continued existence. Looks...
by Mr. Tact
Mon Jun 27, 2016 8:08 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

"Spaces are now allowed in file names when saving."

Really? I thought I was already doing that? Hmmm.
by Mr. Tact
Mon Jun 27, 2016 8:00 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

Can blueprint books be ported between games somehow?
by Mr. Tact
Mon Jun 27, 2016 7:58 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

Typo on http://guide.factorio.com/new-features-013.html

"Train and rail placement idicators"
by Mr. Tact
Mon Jun 27, 2016 7:55 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

" Blueprints can also toggle whether to include modules, entities and tiles." Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts tho...
by Mr. Tact
Mon Jun 27, 2016 7:52 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

" Blueprints can also toggle whether to include modules, entities and tiles." Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts tho...
by Mr. Tact
Mon Jun 27, 2016 7:50 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

" Blueprints can also toggle whether to include modules, entities and tiles." Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts tho...
by Mr. Tact
Mon Jun 27, 2016 7:47 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

devilwarriors wrote:might be.. the list of mod was so short I assumed they were all compatible, but seem like they are not.. where does that list of mod came from? how do you add a mod to it?
The mod itself has to be internally configured as being for 0.13 -- I assume this is just a value entered into a specific field.
by Mr. Tact
Mon Jun 27, 2016 7:45 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

" Blueprints can also toggle whether to include modules, entities and tiles." Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts thos...
by Mr. Tact
Mon Jun 27, 2016 7:31 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

sadly I have the same error with every mod I try to install even the one compatible with .13 I assume this is because of this Modding Mods need to have factorio_version value in their info which specifies major Factorio version they are suited for, default value is 0.12. Mods with non fitting versi...
by Mr. Tact
Mon Jun 27, 2016 6:58 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 177242

Re: Version 0.13.0

Bi0nicM4n wrote:BTW, there are no obsolete inserters, we can still use regular and fast ones, it's that stack inserter is the most powerful of them all. Devs, thank you for keeping old inserters alive! :D
I believe the concern was over the stack bonus applying to the inserters, not their continued existence.
by Mr. Tact
Mon Jun 20, 2016 3:51 pm
Forum: General discussion
Topic: Belt balancers, an "Ah ha!" moment..
Replies: 8
Views: 4372

Re: Belt balancers, an "Ah ha!" moment..

Okay, I read that topic and it had some interesting information. However, what I am talking about is more basic. With the balancer I displayed in this topic, if one of the outputs is not used, the remaining three outputs are not "balanced" -- period. It is independent of what the inputs are.
by Mr. Tact
Sun Jun 19, 2016 10:55 pm
Forum: General discussion
Topic: Belt balancers, an "Ah ha!" moment..
Replies: 8
Views: 4372

Re: Belt balancers, an "Ah ha!" moment..

Good idea! Thanks.
by Mr. Tact
Sun Jun 19, 2016 9:56 pm
Forum: General discussion
Topic: Belt balancers, an "Ah ha!" moment..
Replies: 8
Views: 4372

Re: Belt balancers, an "Ah ha!" moment..

You're kidding, right? Exactly what search would I do that wouldn't get hundreds (if not thousands) of results? Can you say which forum it is in, or the title, or preferably provide a link?
by Mr. Tact
Sun Jun 19, 2016 3:08 pm
Forum: General discussion
Topic: Belt balancers, an "Ah ha!" moment..
Replies: 8
Views: 4372

Belt balancers, an "Ah ha!" moment..

Balancers are a pretty common thing in Factorio. I certainly use them often and find them very useful. I'll admit though, I have on occasion used balancer setups I didn't understand -- like once I was looking for a 4 lane to 5 lane balancer. And frankly, I still don't understand that setup, but I've...
by Mr. Tact
Mon Jun 13, 2016 12:19 pm
Forum: General discussion
Topic: Train queuing...
Replies: 25
Views: 15457

Re: Train queuing...

Hmm, replacing the chain signal with a normal signal SEEMS to have resolved the issue with trains occasionally stopping outside the queuing area despite there being open spots. I'll run the trains through the setup a while longer and we'll see....
by Mr. Tact
Mon Jun 13, 2016 3:18 am
Forum: General discussion
Topic: Speedrunning the game
Replies: 28
Views: 9154

Re: Speedrunning the game

Check this out - go to about 9:30 in this video: https://www.youtube.com/watch?v=3YmtgGpbYac Now, Zisteau is using personal roboports to place the turrets but that isn't necessary -- just convenient. Even with the crazy increased alien settings Zisteau has used, turret creep works. Granted, he is us...
by Mr. Tact
Mon Jun 13, 2016 3:10 am
Forum: General discussion
Topic: Speedrunning the game
Replies: 28
Views: 9154

Re: Speedrunning the game

How did the turret creep fail? Even at full evolution that method is pretty tried and true....
by Mr. Tact
Sat Jun 11, 2016 5:58 pm
Forum: General discussion
Topic: Train queuing...
Replies: 25
Views: 15457

Re: Train queuing...

Yeah, this design is totally over-engineered. It is intended for a single ore. My current setup is the unloading spot with room for a single train queued behind it -- basically I'm just trying to add in the queuing. Even if I take on the goal I was considering which got me thinking about this expans...

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