Search found 151 matches
- Fri Oct 25, 2019 8:16 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 46707
Re: Friday Facts #318 - New Tooltips
I thought landfill counts as a tile, so it should work with the new system, shouldn't it?
- Tue Oct 08, 2019 9:48 am
- Forum: General discussion
- Topic: Hello from a new player!
- Replies: 5
- Views: 1632
Re: Hello from a new player!
Don't read guides, build and figure out stuff by yourself.
At least until you have launched a rocket or reached your "personal goal".
At least until you have launched a rocket or reached your "personal goal".
- Sat Oct 05, 2019 8:29 pm
- Forum: Gameplay Help
- Topic: Train Selects Blocked Path
- Replies: 11
- Views: 4097
Re: Train Selects Blocked Path
Use chain signals to prevent the train from going into rail section where they are not allowed to stop. If you look at your image you can see that your train has no other option at this point than going through the blocked path. Put a chain signal in front of the junction that the train has already ...
- Mon Sep 23, 2019 10:54 am
- Forum: Gameplay Help
- Topic: How to use Rich text properly
- Replies: 11
- Views: 8108
Re: How to use Rich text properly
If you enable the "show debug info in tooltip" option in the debug menu (F4) then you see the real entity name.
I have set this up in my debug settings so I can just use F5 to quickly enable and disable the enhanced tooltip if I need to know the exact name.
I have set this up in my debug settings so I can just use F5 to quickly enable and disable the enhanced tooltip if I need to know the exact name.
- Sun Sep 22, 2019 5:10 pm
- Forum: Gameplay Help
- Topic: Creating a trigger when material ceases running on a belt
- Replies: 21
- Views: 6868
Re: Creating a trigger when material ceases running on a belt
0eNqll81ymzAQx1+lozN0AMd24ukr9NZbp6MRsDaaCEkjCTdMhnfvCmJwbCUBejHW10+7q/8u4pXkogFtuHTk8Ep4oaQlh9+vxPKTZML3uVYDORDuoCYRkaz2LXjRBqyNnWHSamVcnINwpIsIlyW8kEPa/YkISMcdh4HYN1oqmzoHgxNGlnWseI65tGAcjkREK4vLlPS7IyreRKT1D6SX3EAxjGVddAfNrqAAIi4qsC5AfLgQA4zNxGhytK1fd49Iv28HCP4JYR6+itU9Mgv6uQvAt8vh6Wz4bjF8Pnu/mJ...
- Mon Sep 09, 2019 10:41 am
- Forum: General discussion
- Topic: Licensing and mod portal
- Replies: 90
- Views: 25251
Re: Licensing and mod portal
Mods which don't want to allow being used and presented in video and text in social should have the option disgree with Wube's TOS of the mod portal and thus NOT use it for distribution. . That keeps it clean and simple for everyone: everything I can download from Wube and inside Factorio is free t...
- Tue Sep 03, 2019 6:28 pm
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 124289
Re: Splitter not working properly
You will not be able to use your current setup with the splitter changes, that is correct. It will always deadlock at some point. So, you have to change your setup so that you don't rely on splitters for the even distribution. If you don't want your flasks to backup you will need to solve it with co...
- Tue Sep 03, 2019 9:32 am
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 124289
Re: Splitter not working properly
i think that the belt sorter mod could be modded to do what splitters used to do but from those few posts, did they wrecked splitters on purpose? (they were splitting mathematically and positionally correct and kept types correctly... will they add a new splitter called intelligent splitters?) Yes,...
- Fri Aug 30, 2019 5:09 am
- Forum: Gameplay Help
- Topic: Can't go past 90% efficiency... why?
- Replies: 8
- Views: 1629
Re: Can't go past 90% efficiency... why?
No beacons? No prod modules?
Please redesign everything!
Please redesign everything!
- Mon Aug 26, 2019 5:41 pm
- Forum: General discussion
- Topic: Survey: How do YOU feel about FFF #309 opinions?
- Replies: 19
- Views: 6829
Re: Survey: How do YOU feel about FFF #309 opinions?
I really feel we're restarting here the discussions that take place in the FFF thread. Should I merge both ? No, please don't! If this thread was a post in the FFF thread I would not see it and I assume most people here on the forums do not read every post in there. You don't always increase readab...
- Fri Aug 23, 2019 2:26 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111401
- Tue Aug 13, 2019 4:14 pm
- Forum: Gameplay Help
- Topic: Flickering signal need explanation
- Replies: 6
- Views: 2792
Re: Flickering signal need explanation
The flickering is easily explained and exactly how I would think it should behave. For that to understand you have to understand that a) signals are transmitted instantly along the whole wire network and b) afaik all entities need one tick to process incoming signals So a combinator receiving a sign...
- Fri Aug 02, 2019 6:22 pm
- Forum: General discussion
- Topic: Biters are unable to pathfind through my chokepoint and just give up
- Replies: 1
- Views: 1138
Re: Biters are unable to pathfind through my chokepoint and just give up
It's called "superior biter AI". They go there, see the defenses and think: "Thanks, but no, thanks." And then they walk away.
- Sat Jul 27, 2019 4:09 pm
- Forum: Gameplay Help
- Topic: How to select active blueprint without wheel mouse?
- Replies: 4
- Views: 1148
Re: How to select active blueprint without wheel mouse?
There is no other way, other than what you already described.
Maybe post this in the suggestion forum. I think it sounds like a reasonable idea to be able to select blueprints with the middle mouse button.
Maybe post this in the suggestion forum. I think it sounds like a reasonable idea to be able to select blueprints with the middle mouse button.
- Mon Jul 15, 2019 8:23 am
- Forum: Resolved Problems and Bugs
- Topic: tutorial campaign not triggering
- Replies: 4
- Views: 1676
Re: tutorial campaign not triggering
You are on version 0.16. I highly recommend that you update to 0.17. It is still an experimental version but it is stable enough, gets frequent updates and it is way better than your 0.16 version, including the tutorial mission. But the most fun part of the game is definitely the free play, keep tha...
- Sun Jul 14, 2019 6:41 am
- Forum: Gameplay Help
- Topic: Spontaneous Rerouting Inside Chain-Signalled Blocks
- Replies: 1
- Views: 836
Re: Spontaneous Rerouting Inside Chain-Signalled Blocks
If you put a chain signal or normal signal directly in front of the junction then it should work. If you want to build a lane switcher like that then you have to use more signals anyways because the train that wants to overtake the slow train should enter the second track as fast as possible.
- Sat Jul 06, 2019 10:29 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268001
Re: [0.17+] Space Exploration WIP
Are you saying they're already researched, or available to research? And what else do you have researched already? Not sure how much this matters, but what version of the game are you on, and what version of SE? They are unlocked, meaning, they are researched. I have not yet unlocked electricity an...
- Sat Jul 06, 2019 10:08 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268001
Re: [0.17+] Space Exploration WIP
Just started a new game with space exploration. For some reason all the direct prerequisite technologies for the satellite rocket silo research are all already unlocked, like low density structure, radar, rocket fuel and so forth. Not sure if it's a minor bug or for some reason intended. It's very ...
- Sat Jul 06, 2019 9:29 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268001
Re: [0.17+] Space Exploration WIP
Just started a new game with space exploration. For some reason all the direct prerequisite technologies for the satellite rocket silo research are all already unlocked, like low density structure, radar, rocket fuel and so forth. Not sure if it's a minor bug or for some reason intended.
- Sun Jun 30, 2019 1:39 pm
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 13553
Re: Should standing next to an active reactor harm player health?
wow, i didnt realize there were any nuclear plants where you could drive within feet of the reactor pressure vessel or centrifuges. I always thought the reactor pressure vessels were within large concrete structures in remote locations in order to keep the dangerous radiation away from the public. ...