Search found 240 matches
- Wed Dec 30, 2015 7:01 am
- Forum: General discussion
- Topic: Come and Guess #2: Stable Version of 0.13
- Replies: 78
- Views: 41037
- Wed Oct 28, 2015 4:51 pm
- Forum: Releases
- Topic: Version 0.12.15
- Replies: 21
- Views: 36047
Re: Version 0.12.15
Also in regards to updating, I would also recommend making a backup of your saves too just in case. :) Usually I just download the newest version in ZIP form and make an entirely new folder for that version so I still have the older ones just in case. ^this I always keep at least two copies install...
- Mon Oct 26, 2015 10:30 pm
- Forum: Implemented Suggestions
- Topic: Placing Ghosts from Construction menu
- Replies: 5
- Views: 12068
Re: Placing Ghosts from Construction menu
Is this what you're suggesting?
https://forums.factorio.com/forum/vie ... =67&t=4603
https://forums.factorio.com/forum/vie ... =67&t=4603
- Fri Sep 25, 2015 7:55 pm
- Forum: Releases
- Topic: Version 0.12.8
- Replies: 36
- Views: 46262
Re: Version 0.12.8
Ha! I might win a whole bunch of... nothing. I had forgotten about my guess.
- Thu Sep 24, 2015 9:52 pm
- Forum: Modding discussion
- Topic: Bidirectional belt
- Replies: 5
- Views: 12550
Bidirectional belt
Is it possible to mod belts to be bidirectional? Meaning one side of the belt goes one way and the other goes the other way.
- Mon Sep 21, 2015 11:58 pm
- Forum: Ideas and Suggestions
- Topic: Change Default Auto Save 2min to 15min.
- Replies: 18
- Views: 17320
Re: Change Default Auto Save 2min to 15min.
I change my autosave time depending on the stability of the version. When a new major version is released, I set it to like 2 min. As the version becomes more stable, I increase the time. As ssilk stated, if the youtuber doesn't even know how to change this setting, shame on him.
- Wed Sep 09, 2015 7:24 pm
- Forum: News
- Topic: Friday Facts #101 - The players are real people
- Replies: 96
- Views: 65416
Re: Friday Facts #101 - The players are real people
@kovarex Not a joke, you don't have to write anything specifically against any race to be racially offensive. Says the guy who calls himself "the rapist." THIS is evil !!! therapist is a medical occupation. I do not like what therapist wrote. He overreacts, like the germans with their his...
- Wed Sep 09, 2015 5:34 am
- Forum: News
- Topic: Friday Facts #101 - The players are real people
- Replies: 96
- Views: 65416
Re: Friday Facts #101 - The players are real people
Says the guy who calls himself "the rapist."therapist wrote:@kovarex
Not a joke, you don't have to write anything specifically against any race to be racially offensive.
- Thu Aug 27, 2015 3:46 pm
- Forum: Ideas and Suggestions
- Topic: Logistics bots (and presumably construction bots) should drain chests right-to-left
- Replies: 3
- Views: 2364
Re: Logistics bots (and presumably construction bots) should drain chests right-to-left
Intersections already do this in 0.12.4.TuckJohn wrote:Yes. And inserters too.
- Wed Aug 26, 2015 8:10 pm
- Forum: Gameplay Help
- Topic: A small "taker" area for the early game
- Replies: 10
- Views: 12981
Re: A small "taker" area for the early game
I've been doing something like this since day one I also research assemblers ASAP so I can make belts and start boxing belts AND gear wheels.
- Tue Aug 25, 2015 12:35 pm
- Forum: Gameplay Help
- Topic: Small indestructable rocks
- Replies: 12
- Views: 14251
Re: Small indestructable rocks
Looks like they changed it in 0.12. I believe in 0.11, those rocks stayed no matter what was built over them. But in 0.12, they do disappear when a belt or machine is built over them.
- Mon Aug 24, 2015 1:11 pm
- Forum: Modding discussion
- Topic: Game clock
- Replies: 2
- Views: 5883
Re: Game clock
Thanks, I'll give it a try.
- Mon Aug 24, 2015 3:58 am
- Forum: Modding discussion
- Topic: Game clock
- Replies: 2
- Views: 5883
Game clock
I used to use the mod Time Display, but it hasn't been updated for 0.12.x. Anyone know of another mod that has a game clock? Couldn't find one in the 0.12.x mod forums.
- Sat Aug 22, 2015 5:25 pm
- Forum: Gameplay Help
- Topic: Small indestructable rocks
- Replies: 12
- Views: 14251
Re: Small indestructable rocks
They bug me too. I use this command to get rid of them: /c for _, entity in ipairs(game.player.surface.find_entities_filtered{area={{game.player.position.x-6400, game.player.position.y-6400}, {game.player.position.x+6500, game.player.position.y+6500}}, name="small-rock"}) do entity.destroy...
- Thu Aug 20, 2015 10:44 pm
- Forum: Releases
- Topic: Version 0.12.4
- Replies: 36
- Views: 52012
Re: Version 0.12.4
There's no mention of the change on stack splitting getting reset when you drop items into machines. It's a really annoying change. Is it going to remain this way or are you guys seeing how the community likes the change? If it's going to remain this way, is there a way to mod it back to the way it ...
- Sun Aug 16, 2015 7:03 am
- Forum: Releases
- Topic: Version 0.12.4
- Replies: 36
- Views: 52012
Re: Version 0.12.4
I think you mean to say, "reversed." Either way, I love this change! Now if this could be applied to logistics bots, it'd be perfect!FactorioBot wrote:
- Reverted the order of inserter slot selection.
- Sat Aug 15, 2015 1:50 am
- Forum: Releases
- Topic: Version 0.12.4
- Replies: 36
- Views: 52012
Re: Version 0.12.4
You can only download full installs. I'm asking about downloading the updates, which are much smaller.ratchetfreak wrote:check https://www.factorio.com/download/experimentalTurtle wrote:Will updates ever be available for download on the site so we can manually install?
- Fri Aug 14, 2015 10:34 pm
- Forum: Implemented Suggestions
- Topic: Ghost building without item in inventory
- Replies: 8
- Views: 6179
- Fri Aug 14, 2015 10:16 pm
- Forum: Releases
- Topic: Version 0.12.4
- Replies: 36
- Views: 52012
Re: Version 0.12.4
Will updates ever be available for download on the site so we can manually install?
- Wed Jul 22, 2015 10:31 pm
- Forum: Gameplay Help
- Topic: Peaceful mode.
- Replies: 7
- Views: 10035
Re: Peaceful mode.
I use:
Code: Select all
/c game.peaceful_mode = true;game.forces.enemy.kill_all_units ()