Why do you need one? Mobile browser works perfectly fine, though it does require a good bit of scrolling.
I dunno if it is supported on here or not, but some people use tapatalk or similar to access forums on their mobile devices.
Search found 200 matches
- Mon Dec 12, 2016 5:26 pm
- Forum: This Forum
- Topic: Factorio Forums App
- Replies: 2
- Views: 1425
- Mon Dec 12, 2016 2:09 pm
- Forum: General discussion
- Topic: Belt buffers
- Replies: 37
- Views: 40864
Re: Belt buffers
These days I usually use a 'high bypass' buffer system. http://images.akamai.steamusercontent.com/ugc/480022441248078314/878FFE04FD8C2950D2C02F8E00C1180DAD3634C6/ In this configuration, the bulk of the material bypasses the buffer in order to reduce power consumption and make it non-blocking in a lo...
- Wed Dec 07, 2016 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Cylindrical / spherical / torus maps
- Replies: 34
- Views: 9356
Re: Cylindrical / spherical / torus maps
A 2D circle or square could probably be achieved as a mod by teleporting anything to reach the last tile on the 'perimeter' of it over to the other side while preserving its orientation and momentum. Almost every vehicle mod will be broken by this process though, and it would confuse more than a few...
- Mon Dec 05, 2016 9:29 pm
- Forum: Ideas and Suggestions
- Topic: All players, bots and vehicles should update radar intel
- Replies: 37
- Views: 7190
Re: All players, bots and vehicles should update radar intel
But then, that renders Radar's second most useful feature obsolete- making your vehicles visible on the map so you don't lose them. For players who favor peaceful mode that is the only reason to build radars at all. How about meeting you halfway here. With equipment grids becoming available, create ...
- Thu Dec 01, 2016 8:56 pm
- Forum: Implemented Suggestions
- Topic: Circuit-controlled power switch manual override
- Replies: 3
- Views: 1770
Re: Circuit-controlled power switch manual override
Could you put a constant combinator near it set to change the values of its inputs such that it turns off?
The constant combinator has a builtin on/off function that would make it suitable for this.
The constant combinator has a builtin on/off function that would make it suitable for this.
- Thu Dec 01, 2016 6:14 pm
- Forum: Ideas and Suggestions
- Topic: Add rail repair train or make track indestructible
- Replies: 1
- Views: 1328
Re: Add rail repair train or make track indestructible
Also keep in mind that these things exist in the real world. They have vehicles that go on the tracks and detect damaged track before the trains go through. Usually, a pickup truck modified to ride on the tracks as well as the roads. Pretty standard MOW vehicle. Track damage is also detected electr...
- Wed Nov 30, 2016 6:58 pm
- Forum: Implemented Suggestions
- Topic: Add vehicle markers
- Replies: 12
- Views: 2899
Re: Add vehicle markers
Vehicle markers already exist, but require radar coverage to be visible. Any vehicle within range of an active radar will be marked as such. Unfortunately vehicles outside of radar coverage are not marked, so you do have to at least keep track of a little bit. Or just don't leave your vehicle away f...
- Mon Nov 28, 2016 4:58 pm
- Forum: General discussion
- Topic: Why does the factorio guy have to collide with machinery?
- Replies: 9
- Views: 3264
Re: Why does the factorio guy have to collide with machinery?
In real life inserters usually operate inside walled off spaces so that people cannot get too close- the arm could easily crush them or rip them apart. Not only does a real life factory have mechanical hazards to consider, there is also heat, sharp edges, and chemical hazards that may require additi...
- Mon Nov 28, 2016 1:58 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 153
- Views: 292848
Re: [photos] Factorio in real life
https://www.youtube.com/watch?v=uCgnWqoP4MM Is that the modern factory? A ton of movable machines that are set up for a completely flexible production line? I've tried working at several factories, most of them are like that. They just build a huge hall and shuffle machines and tables where people ...
- Wed Nov 23, 2016 1:18 pm
- Forum: General discussion
- Topic: What does UPS mean in Factorio?
- Replies: 11
- Views: 10134
Re: What does UPS mean in Factorio?
If it is the latency, then higher bandwidth won't solve that. I've tested Factorio on a machine with quad-channel memory (double bandwidth compared to the typical PC with just dual channel) and it doesn't really go faster. The only things that do go faster with double bandwidth are compression algo...
- Tue Nov 22, 2016 4:25 pm
- Forum: General discussion
- Topic: Pls fix
- Replies: 10
- Views: 4027
Re: Pls fix
#firstworldproblems Sorry, but I play on a laptop. What Numpad? I don't have a numpad to use. I've had to change key bindings a few times to make functions accessible to the keyboard that my machine does have. Oh and I am left handed as well. I've always made do with right handed equipment. It isn't...
- Mon Nov 21, 2016 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Builder Bots
- Replies: 4
- Views: 2227
Re: Builder Bots
That would be a nice feature- having roboports request that they always have at least a certain number of bots in their inventory. Like so the bots would automatically redistribute as needed to keep the desired population in each roboport while still allowing flexible assignments This might be as si...
- Mon Nov 21, 2016 6:25 pm
- Forum: Implemented Suggestions
- Topic: Train waypoint/(no)stop feature request
- Replies: 6
- Views: 2921
Re: Train waypoint/(no)stop feature request
Letting trains go backwards to stations may not be so nice. See https://forums.factorio.com/viewtopic.php?f=71&t=26719 . Which is why you make it so that they can only do this when the programmed schedule specifies they are to approach the destination in reverse. Like so the player expects the ...
- Mon Nov 21, 2016 3:04 pm
- Forum: Implemented Suggestions
- Topic: Train waypoint/(no)stop feature request
- Replies: 6
- Views: 2921
Re: Train waypoint/(no)stop feature request
+1 for a train waypoint capability that causes trains to pass by that point without stopping. Along similar lines, would it be possible to add an option to the train route planning that makes the train pathfind in reverse to that station? Doing so would finally allow a single engine train to work a ...
- Mon Nov 21, 2016 3:01 pm
- Forum: General discussion
- Topic: Who is the player character?
- Replies: 54
- Views: 17721
Re: What's the player's name?
Based on the speed at which he works, having memorized blueprints for a significant variety of equipment, and being a space traveller to have the misfortune of becoming stranded somewhere yet not accepting this defeat and seeking a way to change the rules, I propose the following name: James Doohan....
- Mon Nov 21, 2016 2:55 pm
- Forum: General discussion
- Topic: What does UPS mean in Factorio?
- Replies: 11
- Views: 10134
Re: What does UPS mean in Factorio?
Interestingly enough, it actually isn't the CPU that bottlenecks first. According to rseding, the biggest bottleneck is actually RAM Latency. On a large factory there is so much data that needs to be fetched, processed, and updated again, that the system ram cannot respond to commands quickly enough...
- Mon Nov 21, 2016 2:49 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67500
Re: RoRo vs Terminus (was Loop vs 2-headed train network)
I've wondered for a while now how hard it would be to implement a 'reverse to station' instruction. Like so, if the train's next stop contained a 'reverse to station' instruction, the train would pathfind in reverse to reach that station. It would then become possible to program the trains to automa...
- Mon Nov 21, 2016 2:00 pm
- Forum: General discussion
- Topic: "Not a bug" discussions
- Replies: 23
- Views: 5807
Re: "Not a bug" discussions
DID YOU KNOW originally bugs were literally bugs. Computers were programmed with physical transistors and sometimes insects would get in and short-circuit something, causing a bug. (Not sure if this is actually correct, from one of my cooler teachers at some point and it stands to reason). Not quit...
- Wed Nov 09, 2016 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Longer train waiting times
- Replies: 3
- Views: 1427
Re: Longer train waiting times
Have you experimented with reserved slots, and the other train conditions? It is possible to make a train wait until it has say, 1 rocket silo aboard. The train would then wait forever until that rocket silo is loaded. On the other end then, an inserter removes that silo from the train and holds ont...
- Tue Nov 08, 2016 7:28 pm
- Forum: Ideas and Suggestions
- Topic: Foliage / Grass grows up and around machines
- Replies: 6
- Views: 2476
Re: Foliage / Grass grows up and around machines
I suppose as a graphics option that can be disabled with a checkbox. Grass and leaves are torture testing for most graphics capabilities, and with factorio already pushing the limits in many areas something like this would have to be an optional feature for people who had enough computing power to u...