Search found 214 matches
- Mon Nov 03, 2014 6:59 pm
- Forum: General discussion
- Topic: Easy way to kill biter nests
- Replies: 19
- Views: 9307
Re: Easy way to kill biter nests
The tank is really slow. It's faster to just carry it in your backpack and take it out just outside the nests, and then it takes a few seconds to put in ammo in every time which is a little annoying. Small thing, but I just discovered I can just ctrl+click an empty slot in my inventory with the tan...
- Mon Nov 03, 2014 3:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Requester/Provider Assembling Machine
- Replies: 8
- Views: 5634
Re: Requester/Provider Assembling Machine
- changing recipes needs to empty the stacks first. - no visible "feedback" anymore. The moving Inserters let me see immediately if everything is ok. We need another feedback then! (Idea with lamps on the top of assemblies, which shows the state of the stacks) -What do you mean? Changing ...
- Mon Nov 03, 2014 3:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] [MINOR] Potential Shift+Click restriction bypass
- Replies: 4
- Views: 1732
- Sun Nov 02, 2014 6:54 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190334
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I must've copied something wrong then, I still got hordes of spitters when generating new areas
EDIT: Whoops, forgot to add that line to base.lua.
EDIT: Whoops, forgot to add that line to base.lua.
- Sun Nov 02, 2014 6:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1][qebrow] Can't use modules in Electric Furnace
- Replies: 10
- Views: 8370
Re: [0.11.1] Can't use modules in Electric Furnace
Can't confirm. Successfully placed efficiency modules in my electric furnaces. Mind you, I did it by ctrl+clicking, so maybe it's the interface that's being wonky?
EDIT: Yep, confirmed. Ctrl+clicking to place modules still works, but trying to slot them in manually does not.
EDIT: Yep, confirmed. Ctrl+clicking to place modules still works, but trying to slot them in manually does not.
- Sat Nov 01, 2014 12:39 pm
- Forum: Releases
- Topic: Version 0.11.1
- Replies: 118
- Views: 94613
Re: Version 0.11.1
Please help - I can't get the update! I turned on automatic updates, then off, then on again. Nothing happened! Factorio came up with the log in box, I logged in Factorio responds: "no update found" I tried re downloading it, but it is not there to be downloaded! How can I get 11.1? Could...
- Sat Nov 01, 2014 7:14 am
- Forum: Ideas and Requests For Mods
- Topic: Multiplayer Starting Areas! - Everyone has their own spawn.
- Replies: 4
- Views: 4240
Re: Multiplayer Starting Areas! - Everyone has their own spa
I wonder how this would work with infinite worlds. You'd have to be near enough to find each other, but not so near you don't have space to expand. Suppose that's easy enough to solve with spawning a set distance from each other. Would require some additional logic to avoid island spawns though, now...
- Fri Oct 31, 2014 7:27 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190334
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Will this mod have to be updated to create spitter spawners properly?
- Fri Oct 31, 2014 7:20 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash when crafting a weapon while in car
- Replies: 3
- Views: 3340
Crash when crafting a weapon while in car
Just finished a new combat shotgun while driving around and the game crashed. Loaded the save and tried in and out of the car, and with the rocket launcher instead of combat shotgun; weapon didn't make a difference, only being inside the car.
- Fri Oct 31, 2014 6:37 pm
- Forum: News
- Topic: Friday Facts #57 - One week left
- Replies: 122
- Views: 64425
Re: Friday Facts #57 - One week left
Is "experimental updates" enabled in the Options menu?vedrit wrote:It won't download for me....
- Wed Oct 29, 2014 8:15 am
- Forum: Off topic
- Topic: Fully automatic Germany factory
- Replies: 1
- Views: 4977
Fully automatic Germany factory
http://www.marketwatch.com/story/germany-develops-smart-factories-to-keep-an-edge-2014-10-27 At the center's pilot smart factory in Kaiserslautern, chemicals giant BASF SE produced fully customized shampoos and liquid soaps. As a test order was placed online, radio identification tags attached to em...
- Tue Oct 28, 2014 4:40 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190334
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Oh, I wanted to ask other people about this - do you guys get biter attacks? I usually don't bother with turrets except for outposts. The distances created by using this mod seems to make pollution a much smaller issue, though admittedly I'm keen on high efficiency and keep my pollution as low as po...
- Tue Oct 28, 2014 4:29 pm
- Forum: Ideas and Requests For Mods
- Topic: Underground wires
- Replies: 13
- Views: 6986
Re: Underground wires
We know what underground wires are in real life, thank you.
- Fri Oct 24, 2014 10:30 am
- Forum: Ideas and Requests For Mods
- Topic: Underground wires
- Replies: 13
- Views: 6986
Re: Underground wires
...Sure, but I meant in game terms. You have to place them with your mouse, how do they look and work?
- Thu Oct 23, 2014 4:06 pm
- Forum: Ideas and Requests For Mods
- Topic: Underground wires
- Replies: 13
- Views: 6986
Re: Underground wires
How would it work? Are we talking basically power poles but you can safely drive over them? Or something more unusual, like having the ability to build on top of them? Or just an asymmetrical powered area, such as a long straight line?
- Wed Oct 22, 2014 12:53 pm
- Forum: General discussion
- Topic: Power Priority; ideas wanted
- Replies: 2
- Views: 2765
Power Priority; ideas wanted
Sometimes I want the steam engines to charge my accumulators so I have a backup for when the laser turrets start firing. Other times I want the accumulators to drain completely before the steam engines start up so I can minimize coal consumption & pollution. So it'd be nice to be able to sort th...
- Tue Oct 21, 2014 12:56 pm
- Forum: News
- Topic: Friday Facts #56 - A lot of stuff
- Replies: 39
- Views: 31356
Re: Friday Facts #56 - A lot of stuff
If we get mobile spitters, does this mean worms can be nerfed and not be such a pain in the butt to deal with? Or should I expect to rely on the tank for them?
- Tue Oct 21, 2014 12:54 pm
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 52515
Re: Some items becoming "useless" in lategame & changing rec
I haven't checked but don't stone furnaces also consume coal at 2x the rate?
- Mon Oct 20, 2014 3:40 pm
- Forum: Balancing
- Topic: Overproduction of sulfur
- Replies: 18
- Views: 21038
Re: Overproduction of sulfur
Or they can just fix the production to be consistent?
- Sun Oct 19, 2014 10:16 am
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 52515
Re: Some items becoming "useless" in lategame & changing rec
Though I personally pretty much exclusively use small poles (wood is plentiful, especially once construction bots show up), I'd definitely like old stuff to become reusable somehow.