Search found 527 matches
- Fri Sep 21, 2018 5:10 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 51965
Re: Friday Facts #261 - Performance + New player interaction
I guess there could be a skip option for the game-interrupting tooltips, so more experienced can go through with the scenarios and still have some fun doing it. But the tips could be collected in a list for easier access at any point in time, in case you missed anything.
- Fri Sep 21, 2018 4:52 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 51965
Re: Friday Facts #261 - Performance + New player interaction
People seem to favor scaling width, i don't see why. There's a reason books aren't 1 meter wide. Apart from being clumsy to hold, your eyes can't physically keep track of what line you're reading if it's too wide. It would cause eye strain to read. I don't maximize browser window even with 1920x ...
- Fri Sep 07, 2018 2:18 pm
- Forum: Logistic Train Network
- Topic: Simpler version of mod possible?
- Replies: 6
- Views: 2123
Re: Simpler version of mod possible?
All manuals references can be found in this thread:
https://forums.factorio.com/viewtopic.php?f=214&t=59824
I've also added Nilaus video link to the main post.
The Nilaus video helps quite a bit, and i'll be able to use the mod. But he uses circuits very heavily for basic things, even for setting ...
https://forums.factorio.com/viewtopic.php?f=214&t=59824
I've also added Nilaus video link to the main post.
The Nilaus video helps quite a bit, and i'll be able to use the mod. But he uses circuits very heavily for basic things, even for setting ...
- Fri Sep 07, 2018 1:30 pm
- Forum: Logistic Train Network
- Topic: Simpler version of mod possible?
- Replies: 6
- Views: 2123
Re: Simpler version of mod possible?
Short answer:
NO. LTN is as simple as possible.
I guess this mod just needs a guide then, i can't figure out how it works from the main thread
https://forums.factorio.com/viewtopic.php?f=214&t=51072
How do i tell station that it needs iron, and that other station supplies it? Do i still need to ...
NO. LTN is as simple as possible.
I guess this mod just needs a guide then, i can't figure out how it works from the main thread
https://forums.factorio.com/viewtopic.php?f=214&t=51072
How do i tell station that it needs iron, and that other station supplies it? Do i still need to ...
- Fri Sep 07, 2018 11:57 am
- Forum: Logistic Train Network
- Topic: Simpler version of mod possible?
- Replies: 6
- Views: 2123
Simpler version of mod possible?
I didn't expect this mod to be all about circuits. You don't need em with logistics robots, you shouldn't need em with trains either. Secondly this mod uses requester and passive chests for robots, that's not good. Robots and trains networks should be strictly separated. Does Factorio's LUA API have ...
- Fri Aug 31, 2018 4:09 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 76876
Re: Friday Facts #258 - New autoplace
The generation changes are welcome, but not quite as frustrating issue as the UI itself. We need the dropdown lists gone, they're far too slow for changing a hundred different setting. Replace with something like 5 grouped buttons each.
OR additionally add to the top a dropdown which sets all the ...
OR additionally add to the top a dropdown which sets all the ...
- Sun Aug 05, 2018 8:00 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 51829
Re: [MOD 0.16] VehicleSnap
You can't use 2 driving mods at the same time. I use this mod all the time, after all i made it for own purposes first. Tried it again just now to be sure, with Factorio 0.16.51.
I also just enabled email notifications to mod portal, should be easier to track discussions there too. They only just ...
I also just enabled email notifications to mod portal, should be easier to track discussions there too. They only just ...
- Mon Jun 11, 2018 6:58 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 77839
Re: Friday Facts #246 - The GUI update (Part 3)
UI looks nice overall. 1 thing is noticeable, the 2 small buttons for importing and exporting map exchange string. It really needs to be expressed with captions on buttons. The small arrow icons look too vague, even slightly mysterious on what they are there for. What does the small flat plane ...
- Tue Mar 13, 2018 12:45 pm
- Forum: Not a bug
- Topic: [0.16.30] Circuit closed rail signal doesn't output
- Replies: 1
- Views: 987
[0.16.30] Circuit closed rail signal doesn't output
Pictures should explain it. When i find a condition that rail signal doesn't output anything (powerpole shows nothing) and lamp is off, i put train on the track and light turns red. So clearly there is something not right? Shouldn't the signal output red if the close condition is set, because it ...
- Wed Feb 28, 2018 8:54 pm
- Forum: Pending
- Topic: [kovarex] [0.16.26] Splitter throughput depends on next belt direction
- Replies: 4
- Views: 2220
Re: [0.16.26] Splitter throughput depends on next belt direction
Seems duplicate of viewtopic.php?f=7&t=57524 But explained more clearly in this thread.
- Wed Feb 21, 2018 5:26 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.22] Belt back pressure inconsistency
- Replies: 11
- Views: 5358
Re: [0.16.22]backpressure glitch (?)
There is something blocking them actually. The splitter they feed has one end of it's output blocked.
The small S-curve between splitters at top left seems to be constantly free for items. I don't see why the 4th inserter desyncs with the rest. Is it maybe just because it is a turn? A straight ...
The small S-curve between splitters at top left seems to be constantly free for items. I don't see why the 4th inserter desyncs with the rest. Is it maybe just because it is a turn? A straight ...
- Wed Jan 24, 2018 1:55 pm
- Forum: Not a bug
- Topic: [kovarex] [0.16.16] Buffer Chest not suppling characters
- Replies: 3
- Views: 2065
Re: [0.16.16] Buffer Chest not suppling characters
Definitely supplying me and also requester chests in 0.16.18.
- Wed Jan 24, 2018 1:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Graphical artifacts when zoomed out.
- Replies: 6
- Views: 5327
Re: [0.16.18] Graphical artifacts when zoomed out.
I saw artifacts in lightmap when reducing the lighting resolution too, but that's a separate issue that i'm not sure if is reported yet.
- Wed Jan 24, 2018 9:03 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.17] Prioirty splitters backing up belts
- Replies: 9
- Views: 12436
Re: [16.17] Prioirty splitters backing up belts
It's not happening when the splitters are balanced. I bet the OP case has somehow messed up timing, and just bad sort of balance, which could be unfixable by devs.
edit: Also would it help your case if you set input priority same as output priority?- Tue Jan 23, 2018 9:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.17] Bugfix: >100%productivity... is not fixed correctly
- Replies: 7
- Views: 2792
Re: [16.17] Bugfix: >100%productivity... is not fixed correctly
Does it sound like the bug is on machine crafting itself, not the productivity? Say you boost assembler so fast that math tells it should make 120 items per second (2 per tick). What actually happens? I haven't tested.
What i expect to happen is that the production bar (while UI's progress bar ...
What i expect to happen is that the production bar (while UI's progress bar ...
- Sat Jan 13, 2018 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Shouldn't unmerging a belt be as simple as merging it?
- Replies: 36
- Views: 17894
Re: Shouldn't unmerging a belt be as simple as merging it?
There was at least this one but 0.12 and later broke it
viewtopic.php?f=87&t=6227
viewtopic.php?f=87&t=6227
- Fri Jan 12, 2018 7:22 am
- Forum: Ideas and Suggestions
- Topic: Shouldn't unmerging a belt be as simple as merging it?
- Replies: 36
- Views: 17894
Re: Shouldn't unmerging a belt be as simple as merging it?
Short answer don't merge two belts, if you later want to separate them.
Longer answer: I understand that building something to separate 2 belts isn't obvious to new players, but it can be done with just a few belts. (And if you only want one of the output lanes, then you don't even need the ...
Longer answer: I understand that building something to separate 2 belts isn't obvious to new players, but it can be done with just a few belts. (And if you only want one of the output lanes, then you don't even need the ...
- Fri Jan 12, 2018 7:03 am
- Forum: Ideas and Suggestions
- Topic: Robot Charging Only Building
- Replies: 6
- Views: 2856
Re: Robot Charging Only Building
It's not about space, no problem if the charging station reserves 4x4 too.
- Thu Jan 11, 2018 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Robot Charging Only Building
- Replies: 6
- Views: 2856
Re: Robot Charging Only Building
I know it's old thread, but still valid suggestion. Also 0.16 compatible mod to the list
https://mods.factorio.com/mods/Marthen/logtech-beacon
I really feel like this should be part of the base game. There's no reason to include storage slots for roboports inside things like solar panel/accumulator ...
https://mods.factorio.com/mods/Marthen/logtech-beacon
I really feel like this should be part of the base game. There's no reason to include storage slots for roboports inside things like solar panel/accumulator ...
- Thu Jan 11, 2018 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Nerfing Requester / Provider chests
- Replies: 2
- Views: 1306
Re: Nerfing Requester / Provider chests
Increase the size of Provider / Requester chest to 3x3.
2x2 would still be a pain that might not go well with most people.
Reduce the number of item types in a requester / provider chests to 1.
No chance, too heavy nerf. You wouldn't automate recipes that need 5 different items in the recipe ...
2x2 would still be a pain that might not go well with most people.
Reduce the number of item types in a requester / provider chests to 1.
No chance, too heavy nerf. You wouldn't automate recipes that need 5 different items in the recipe ...