Search found 240 matches
- Fri Sep 19, 2014 5:54 pm
- Forum: Not a bug
- Topic: [0.10.12] Main menu still uses old logo
- Replies: 2
- Views: 1612
Re: [0.10.12] Main menu still uses old logo
I like the old logo much better than the new one. In fact, I always change the splash screen logo to the old one hehe.
- Sun Sep 14, 2014 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Fast and Smart Long Handed Inserters?
- Replies: 3
- Views: 1774
Re: Fast and Smart Long Handed Inserters?
If you only want smart inserters of the base game, you can download my Smart Inserters mod. The regular smart inserter is already fast, so I just added the smart basic inserter and the smart long-handed inserter.
- Thu Sep 04, 2014 12:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] Items lost when extra toolbelt is unresearched
- Replies: 4
- Views: 3680
[0.10.9] Items lost when extra toolbelt is unresearched
Items in the extra toolbelt are lost when it is unresearched. They should be placed in inventory and not lost. Steps to reproduce: 1. Research toolbelt 2. Place items in extra toolbelt 3. Run in console: for _, tech in pairs(game.player.force.technologies) do tech.researched = false end 4. Items in ...
- Mon Sep 01, 2014 12:33 am
- Forum: Implemented Suggestions
- Topic: Barrels as universal liquid containers/Barreling all fluids
- Replies: 11
- Views: 6587
Re: Barrels as universal liquid containers
http://dcc24.eu/sites/default/files/images/Parowozik_492043G_C_06.JPG Factorio Roadmap "Planned: More circuit logic (circuits for electricity, trains, liquids, etc.) Proper tech tree. Oil extension (boiler for oil, oil wagon) . Fight revisit (balancing, tanks more enemies variety, ...)"
- Mon Sep 01, 2014 12:26 am
- Forum: Not a bug
- Topic: [0.10.9] axe "used" even if chest not removed
- Replies: 3
- Views: 1755
Re: [0.10.9] axe "used" even if chest not removed
I don't know if I'd consider this a bug, seems to me as expected behavior. This is so minor though, it doesn't matter to me if it gets changed or left as is.
- Fri Aug 29, 2014 8:20 am
- Forum: Implemented Suggestions
- Topic: Always keep one in Storage Chest
- Replies: 6
- Views: 2803
Re: Always keep one in Storage Chest
What's your playstyle like in terms of storage? Do you want a centralized place to keep extras? Do you like to keep belts backed up or keep them flowing with just enough parts to keep things working?
- Fri Aug 29, 2014 2:53 am
- Forum: Implemented Suggestions
- Topic: Always keep one in Storage Chest
- Replies: 6
- Views: 2803
Re: Always keep one in Storage Chest
AFAIK, all chests can have filters defined, permanently reserving one slot (or more) for a specific type of item. I assume this is the solution you're looking to get. It will ensure everything in storage chests is where you tell it to be. P.S. The filters on chests are defined the same as anything ...
- Fri Aug 29, 2014 12:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Stuck belts in special cases of belt junctions
- Replies: 27
- Views: 19422
Re: [0.9.8] iron transport bug
Indeed! Great to hear about belt optimization!
- Mon Aug 25, 2014 10:02 pm
- Forum: Ideas and Suggestions
- Topic: Chest unload logistic
- Replies: 6
- Views: 3375
Re: Chest unload logistic
You can control how much of an item is produced or inserted into a logistics chest by using smart inserters.
- Mon Aug 25, 2014 3:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.8] - freeze when trying to remove a provider chest
- Replies: 10
- Views: 3240
Re: 9.8/10.8 - freeze when trying to remove a provider chest
Well this might have very simple solution. when you try to mine the chest (or other entity), it will first try to move all the items into the character inventory. If it fails, it doesn't let him to mine it. It would prevent the annoying chest bombs completely. So, instead of doing that, you can tak...
- Sat Aug 23, 2014 10:24 pm
- Forum: Mods
- Topic: [MOD 0.4.x] Factorio Clock
- Replies: 15
- Views: 16822
Re: [MOD 0.4.x] Factorio Clock
Here is a version compatible with Factorio 0.10.8. This mod still works fine in 0.10.8. It'll probably break in 0.11.0 when version numbers are required though. Versionnumbers are already required in 0.10.8. I can't install a mod without having the version number in the foldername. From https://for...
- Sat Aug 23, 2014 7:07 pm
- Forum: Ideas and Suggestions
- Topic: Laser turret cooldown to encourage defenses to be mixed
- Replies: 17
- Views: 7338
Re: Laser turret cooldown to encourage defenses to be mixed
Can't we just wait for the combat update in a few months? Discussing balance is a good thing, but futile with the likely "big" (aka tanksized big) changes not far behind multiplayer. Or just go on talking about a balance that might be obsolete in 2-4 months anyway. That's how I feel. Stup...
- Sat Aug 23, 2014 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Laser turret cooldown to encourage defenses to be mixed
- Replies: 17
- Views: 7338
Re: Laser turret cooldown to encourage defenses to be mixed
That still doesn't matter. I can put laser towers 5 deep with small electrical poles and 7 deep with medium electrical poles. Does it cost more? I dunno, how much would it cost in materials, time, and effort to put belts around your entire base and continuously using up ammo? It's not worth it unle...
- Sat Aug 23, 2014 4:23 pm
- Forum: Balancing
- Topic: Overproduction of sulfur
- Replies: 18
- Views: 21930
Re: Overproduction of sulfur
What do you define as factories? Do you mean assembling machines?Align wrote:Smelters aren't factories though. Chemical plant recipes work like factories, except for sulfur.
- Sat Aug 23, 2014 3:08 pm
- Forum: Balancing
- Topic: Overproduction of sulfur
- Replies: 18
- Views: 21930
Re: Overproduction of sulfur
You guys are missing the point; all factories produce like 2-3 spares of whatever they're set to produce even if it's not being taken out of them, but sulfur is produced until the slot is filled at 50, which is inconsistent. Probably more of a bug than balance issue though. This is incorrect, smelt...
- Sat Aug 23, 2014 3:04 pm
- Forum: Mods
- Topic: [MOD 0.4.x] Factorio Clock
- Replies: 15
- Views: 16822
Re: [MOD 0.4.x] Factorio Clock
This mod still works fine in 0.10.8. It'll probably break in 0.11.0 when version numbers are required though.DaveMcW wrote:Here is a version compatible with Factorio 0.10.8.
- Fri Aug 22, 2014 11:08 pm
- Forum: Mods
- Topic: McLauncher 0.4.8 (Mod Manager works with v12)
- Replies: 46
- Views: 33549
Re: McLauncher 0.3.1 (Mod Manager and Downloader)
I just got around to checking this out. I guess it doesn't read the actual zip files because I only see a couple of mods that I have unzipped. I usually keep my mods in their zip files.
- Fri Aug 22, 2014 7:04 am
- Forum: Implemented Suggestions
- Topic: Research Window popping up
- Replies: 4
- Views: 3130
Re: Research Window popping up
I can usually work around things I don't like, such as modding certain things, changing hotkeys or just dealing with what can't be changed. But this is really getting on my nerves soooooo much. Just today, I crashed into my solar panel array destroying panels and accumulators because of this stupid ...
- Fri Aug 22, 2014 12:39 am
- Forum: Ideas and Suggestions
- Topic: Laser turret cooldown to encourage defenses to be mixed
- Replies: 17
- Views: 7338
Re: Laser turret cooldown to encourage defenses to be mixed
That still doesn't matter. I can put laser towers 5 deep with small electrical poles and 7 deep with medium electrical poles. Does it cost more? I dunno, how much would it cost in materials, time, and effort to put belts around your entire base and continuously using up ammo? It's not worth it unles...
- Thu Aug 21, 2014 6:48 pm
- Forum: Ideas and Suggestions
- Topic: Continous zoom, no need for M key (Supreme Commander inspire
- Replies: 4
- Views: 2594
Re: Continous zoom, no need for M key (Supreme Commander ins
While this is a good idea, I'd prefer it be an option. I always zoom out to max range when running near tracks to avoid trains. So it would be frustrating to go to map mode just by zooming in my case.