Search found 164 matches

by imajor
Sun Jul 03, 2016 9:16 am
Forum: Gameplay Help
Topic: Train station and circuit network
Replies: 5
Views: 6977

Re: Train station and circuit network

Thanks. Meanwhile I found FFF #138 where this is mentioned: "Train Station - read the contents of the stopped train and control trains by disabling/enabling the station" So it seems the original design was somewhat different? Being able to read the train content was the number one request ...
by imajor
Sat Jul 02, 2016 6:16 pm
Forum: Gameplay Help
Topic: Train station and circuit network
Replies: 5
Views: 6977

Train station and circuit network

I'm trying to connect one of the train stations to the circuit network, but I don't really understand how it works. There is a check box on the train station circuit network panel (mode of operation, send to train). When this is checked then it is clear to me that the circuit network signals are sen...
by imajor
Fri Jul 01, 2016 5:50 pm
Forum: Duplicates
Topic: [0.13.2] Crash when moving cursor over flame turret ghost
Replies: 2
Views: 737

Re: [0.13.2] Crash when moving cursor over flame turret ghost

I'm pretty sure it is. Sorry for the double post/
by imajor
Fri Jul 01, 2016 5:37 pm
Forum: Duplicates
Topic: [0.13.2] Crash when moving cursor over flame turret ghost
Replies: 2
Views: 737

[0.13.2] Crash when moving cursor over flame turret ghost

Doesn't happen with every turret, so here is the save file:

https://www.dropbox.com/s/4muylm8kk40c0 ... h.zip?dl=0

To recreate just load the file, and move cursor over the destroyed flame turret.
by imajor
Fri Jul 01, 2016 11:46 am
Forum: Implemented Suggestions
Topic: Put cursor item back in filtered toolbelt slot when changing
Replies: 6
Views: 3019

Re: Put cursor item back in filtered toolbelt slot when changing

I would also like this to be implemented. In my opinion the 'q' hotkey is not really a solution. If you have a slot with a filter, and let's say you have an unfiltered empty slot BEFORE that filtered slot, and then you pick up the filtered stuff in hand, then press 'q' to put it back, it will put it...
by imajor
Wed Jun 29, 2016 5:14 pm
Forum: Mods
Topic: [MOD 0.13] Challenge - defy other Factorio players
Replies: 13
Views: 10755

Re: [MOD 0.13.X] Challenge - defy other Factorio players

This is an absolutely great idea. I really hope to see people posting their results!
by imajor
Thu Jun 16, 2016 6:08 pm
Forum: General discussion
Topic: What is your most anticipated feature in Factorio 0.13?
Replies: 17
Views: 6130

Re: What is your most anticipated feature in Factorio 0.13?

Modules supported by blueprints (that will be included right?)
by imajor
Tue May 31, 2016 1:17 pm
Forum: General discussion
Topic: Extended Inventory MOD is required if you use blueprints!
Replies: 4
Views: 1781

Re: Extended Inventory MOD is required if you use blueprints!

I believe that in 0.13 there will be a solution for this.
by imajor
Fri May 27, 2016 5:46 pm
Forum: General discussion
Topic: Outpost Supplies - Help Needed
Replies: 17
Views: 6860

Re: Outpost Supplies - Help Needed

Right next to my supply train loading station, I have a short section of unconnected track where I've placed a supply train whose only job is to be a copy-paste template. That way I just make a new train and copy paste from the template train that's sitting there instead of having to wait for or tr...
by imajor
Fri May 27, 2016 10:55 am
Forum: General discussion
Topic: Outpost Supplies - Help Needed
Replies: 17
Views: 6860

Re: Outpost Supplies - Help Needed

I also used filters. It works well, but to be honest I found it annoying to set up for each new wagon I send to the train network (copy-paste with shift right-left helps, but still far from perfect). I hope the circuit network improvements in 0.13 will offer a solution to this so that I won't need t...
by imajor
Thu May 05, 2016 8:16 pm
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 19915

Re: [MOD 0.12.x] Unstable ground

Chaos234 wrote:Well, nice mod but you should allow that concrete can be used to build new stone areas.

I changed this for myself because it was not possible which is very bad!
What do you mean? To be able to extend the stable area using concrete? What is the point of the mod then?
by imajor
Tue Apr 26, 2016 10:45 am
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 19915

Re: [MOD 0.12.x] Unstable ground

This sounds exactly what I was looking for. Thanks a lot! I always end up building the same base, not anymore!
by imajor
Tue Mar 22, 2016 1:55 pm
Forum: Technical Help
Topic: Factorio stops loading at 89%
Replies: 28
Views: 7437

Re: Factorio stops loading at 89%

I don't have this issue, but I also wanted to upgrade to the latest experimental, and had the same issue, there was nothing in the beta dropdown box. Then I figured out that my problem was that steam was in offline mode. Is it possible you had the same issue?
by imajor
Mon Mar 21, 2016 1:49 pm
Forum: Ideas and Suggestions
Topic: Remove or Miniaturize Circuit Networks
Replies: 99
Views: 33656

Re: Remove or Miniaturize Circuit Networks

Player 1 wrote:The reasoning for this is mainly realism.
What about the player running around with oil refineries and diesel engines in its pocket?
by imajor
Thu Mar 03, 2016 10:02 am
Forum: Mods
Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
Replies: 24
Views: 22414

Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)

What about adding a timer to the sign? So that the game would give you a warning or something after like 10 minutes? Like it was in settlers 1.
by imajor
Wed Mar 02, 2016 11:00 am
Forum: Ideas and Suggestions
Topic: Any Chance for a iOS version?
Replies: 6
Views: 5947

Re: Any Chance for a iOS version?

I would be really happy to be able to play this game on iPad. Seems like Allegro runs on iOS and Android.
by imajor
Wed Mar 02, 2016 10:07 am
Forum: Gameplay Help
Topic: Absolut beginner - how to autofill energy?
Replies: 5
Views: 4361

Re: Absolut beginner - how to autofill energy?

Any side is good, maybe your inserter is not facing the right direction? Can you post a screenshot? You can rotate the inserter if you hover the cursor over it, and press 'r'. To make sure it is facing the correct direction, press 'alt'. Splitting a belt: https://wiki.factorio.com/index.php?title=Sp...
by imajor
Wed Feb 17, 2016 3:35 pm
Forum: Ideas and Suggestions
Topic: What are your thoughts on death in single player?
Replies: 20
Views: 30408

Re: What are your thoughts on death in single player?

I dont think enabling singleplayer respawn is a solution at all. In the end one will probably reload his save anyway. Soo... the current system is fine? I disagree. If I could respawn, I would not reload. But right now there is no other possibility, so I reload. I'm not sure the respawn really chan...
by imajor
Mon Feb 15, 2016 11:09 am
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 63618

Re: Hold CTRL to mirror your blueprint.

Mirroring along which axis? Two keys are needed I think.
by imajor
Fri Jan 08, 2016 6:53 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 116452

Re: Friday Facts #120 - Spidertron

Will we be able to interact with for example assembly machines while in the spider, or do we have to leave it? Can't wait to try it.

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