Search found 1235 matches

by MF-
Sat Mar 07, 2015 8:46 am
Forum: Gameplay Help
Topic: Train goes wrong way
Replies: 3
Views: 2831

Re: Train goes wrong way

From those details that can be seen in the picture the setup should work.
You did replace the signal on the very same coordinates, right?
Sounds like a bug to me, then.

Do you still have the save with the bug?

Also please provide the game version number(s) that that particular save was used in
by MF-
Sat Mar 07, 2015 8:34 am
Forum: Resolved Problems and Bugs
Topic: [visual]Time icon in recipes is off-centre
Replies: 1
Views: 3272

[visual]Time icon in recipes is off-centre

https://forums.factorio.com/forum/download/file.php?id=3194 Image taken from https://forums.factorio.com/forum/viewtopic.php?t=8827#p70291 Even though the "time" icon looks allright in the "Total raw" line due to the inserted text, You can see that the top "time" icon ...
by MF-
Sat Mar 07, 2015 8:26 am
Forum: Releases
Topic: Version 0.11.17
Replies: 46
Views: 50942

Re: Version 0.11.17

kovarex wrote:Because we are perfectionists.
Thanks,
now I can ask you not to confuse "brake" and "break" :)
The OP has the other word in both cases I think.
by MF-
Sun Mar 01, 2015 9:33 am
Forum: General discussion
Topic: 0.12 New Circuit stuff (from the FF)
Replies: 11
Views: 8434

Re: 0.12 New Circuit stuff (from the FF)

That's a different idea called "boxing/crates". There is already a mod for that (+ also cars could be used as belt-transportable boxes) My suggestion was about not separating items on belts by which side are they on, but based on what time they arrive at. With a "multiplexer" sen...
by MF-
Sun Mar 01, 2015 8:45 am
Forum: Ideas and Suggestions
Topic: Deep mining
Replies: 3
Views: 3020

Re: Deep mining

Underground ores is the topic of one of the very first mods. https://forums.factorio.com/forum/viewtopic.php?f=45&t=390 Relevant searches https://forums.factorio.com/forum/search.php?keywords=underground+radar search.php?keywords=underground+mining -"underground belt" -"F mod"
by MF-
Sun Mar 01, 2015 8:34 am
Forum: Gameplay Help
Topic: Train goes wrong way
Replies: 3
Views: 2831

Re: Train goes wrong way

I'd guess there's something wrong with that "triangle" junction. Can you take that turn with a train driven manually? That'll check if the rails on that triangle are connected properly At a closer look at the path-that-should-have-been-taken I don't understand why the signal on that path i...
by MF-
Sat Feb 28, 2015 8:54 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Blackmailing aliens
Replies: 4
Views: 3382

Re: [Idea] Blackmailing aliens

Sounds like the "supply" scenario from the scenario pack.

I was unable to get very far in that, cause
it turns out I don't like briging the operations to big scales.
by MF-
Sat Feb 28, 2015 8:50 am
Forum: Resolved Problems and Bugs
Topic: [0.11.16] Visual warping of icons
Replies: 2
Views: 2708

Re: [0.11.16] Visual warping of icons

Oh, they weren't supposed to be like that?


This fix makes another problem with the "Time" icon visible: It's off centre.
by MF-
Sat Feb 28, 2015 8:44 am
Forum: Ideas and Requests For Mods
Topic: [request] sensor on belt
Replies: 3
Views: 5488

Re: [request] sensor on belt

The modding api for "is item on belt" is there,
so It should be possible to do as a mod

Before(If) it arrives in the planned CCnet update
by MF-
Sat Feb 28, 2015 8:37 am
Forum: Ideas and Suggestions
Topic: Alert thresholds on boxes.
Replies: 5
Views: 2698

Re: Alert thresholds on boxes.

I'm sure you'll be able to rig something up with the announced CCnet update.

The FFF mentioning those also mentioned someone doing a CCnet-controlled-lamp--based fill indicator of a chest
That's just what you want

EDIT: It's my 7th post, woot :)
EDIT2: That's a failed binary joke.
by MF-
Sat Feb 28, 2015 8:17 am
Forum: Resolved Problems and Bugs
Topic: [0.11.16] unnecessary 10 second hang when dropping players
Replies: 3
Views: 1234

Re: [0.11.16] unnecessary 10 second hang when dropping players

Could it be wrong error text?
What if the real message was "Player connection lost"?

In that case it would be nice if the game waited a couple of seconds
whether the player manages to regain connection or not.
by MF-
Sat Feb 28, 2015 7:56 am
Forum: Resolved Problems and Bugs
Topic: [0.11.16] [Gameplay][cube] OMG Fockin' trees.
Replies: 13
Views: 3981

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Allright,

the tank insta-stopping while hitting some trees IS imo a bug
and the tank's engine stopping when it hits anything is undesirable as well.
But the original report is about something else and "not a bug"

Please report the above two separately if not reported already.
by MF-
Sat Feb 28, 2015 7:52 am
Forum: Ideas and Suggestions
Topic: Usage Key
Replies: 2
Views: 1996

Re: Usage Key

This concept baffles me. I learned most of the products/recipes back before the recipe tabs/categories were invented and it was obvious from the first glance at the recipes which are available and which aren't, though. Also I never got into a situation where I'd keep an intermediate product and thin...
by MF-
Sat Feb 28, 2015 7:47 am
Forum: General discussion
Topic: Endgame concerns[POLL]
Replies: 46
Views: 20735

Re: Endgame concerns[POLL]

Endgame too blurry for me to get concerned or happy about anything as well.

With so many commenters saying they won't vote, I'm not sure
what the significance of those values would be.

Should have included "It's too early to say" option
by MF-
Fri Feb 27, 2015 2:59 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 71995

Re: Friday Facts #74 - The brainstorming

Thanks, I had no idea they run such an amazing system.

I failed to find any details about the system, though.
Not even a name / manufacturer brand.

Details like where the processing power resides, how much they handle on one charge
and how deeply integrated those are would be appreciated
by MF-
Sat Feb 21, 2015 7:36 am
Forum: Not a bug
Topic: [0.11.16] Inserters sleeping
Replies: 2
Views: 1497

Re: [0.11.16] Inserters sleeping

Inserters not sleeping when they could is not a problem, but a feature missing / to be implemented. Right now I see no reason for having a large chunk of a factory cut from power for a prolonged time period. Can this please be moved under suggestions as "Inserters without power should sleep too...
by MF-
Sat Feb 21, 2015 7:33 am
Forum: Minor issues
Topic: [0.11.16] Updater doesn't follow Read/Write/Binary Paths
Replies: 3
Views: 5955

Re: [0.11.16] Updater doesn't follow Read/Write/Binary Paths

So, basically, you're requesting another config item to set the "binary path" for the autoupdater?

From what's posted it looks that the autoupdater detects the binary path as "/home"
and correctly tries to write to /home/x64/factorio
by MF-
Fri Feb 20, 2015 5:46 pm
Forum: General discussion
Topic: 0.12 New Circuit stuff (from the FF)
Replies: 11
Views: 8434

Re: 0.12 New Circuit stuff (from the FF)

Well a "belt sensor" should be now possible via the 0.1.16 feature
"Added LuaEntity::isitemonbelt read - returns true/false if an item entity is on a transport belt variant entity."
by MF-
Fri Feb 20, 2015 5:43 pm
Forum: Ideas and Suggestions
Topic: More signal stuff
Replies: 2
Views: 1252

Re: More signal stuff

This forum has a search box, you know?
https://forums.factorio.com/forum/vie ... 46&p=68718
by MF-
Fri Feb 13, 2015 9:32 pm
Forum: News
Topic: Friday Facts #73 - Minds versus bytes.
Replies: 63
Views: 43575

Re: Friday Facts #73 Minds versus bytes.

Building automated ships factorio-style that blow up if I mess up?
Maybe I'll start playing again :)

Pity it's not compatible with my so far preferred backstory explanation

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