Search found 74 matches
- Tue Feb 25, 2014 10:39 pm
- Forum: Gameplay Help
- Topic: Complete Research in Console
- Replies: 8
- Views: 8326
Re: Complete Research in Console
Makes sense -- for the most part, I try to avoid mods... a co-worker and I made a dense-coal mod a while ago, and I had a treefarm mod... something with those games happened that made my saves unplayable, so that was depressing. I may end up giving that a shot at some point. Good call at looking at ...
- Tue Feb 25, 2014 9:59 pm
- Forum: Gameplay Help
- Topic: Problem with assembler menu - missing inserter
- Replies: 6
- Views: 5016
Re: Problem with assembler menu - missing inserter
Spent 20 minutes researching stuff just to remember I needed the second one... Adding that to the menu "grayed out" would be great
- Tue Feb 25, 2014 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.x] Underground Express Belts Stop Working
- Replies: 5
- Views: 1609
Re: [0.9.x] Underground Express Belts Stop Working
Thanks BurnHard -- must have missed the 0.9.1 announcement.
Not a bug then
Not a bug then
- Tue Feb 25, 2014 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.x] Underground Express Belts Stop Working
- Replies: 5
- Views: 1609
Re: [0.9.x] Underground Express Belts Stop Working
Really not trying to spam here....
Here's an example of the previous spot I shown where only the lower half of the belt is sending over product.
Here's an example of the previous spot I shown where only the lower half of the belt is sending over product.
- Tue Feb 25, 2014 9:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.x] Underground Express Belts Stop Working
- Replies: 5
- Views: 1609
Re: [0.9.x] Underground Express Belts Stop Working
Just to check, I changed them out with fast belts, and the flow starts again as expected:
But replacing them with express belts stops it up again. All in the same locations. All facing the right way (input-output)
But replacing them with express belts stops it up again. All in the same locations. All facing the right way (input-output)
- Tue Feb 25, 2014 9:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.x] Underground Express Belts Stop Working
- Replies: 5
- Views: 1609
[0.9.x] Underground Express Belts Stop Working
Here you can see the belts working: http://i835.photobucket.com/albums/zz274/rlerner/1_zps95b7ea84.png Here they stop (when moving a square over) http://i835.photobucket.com/albums/zz274/rlerner/2_zps5752044f.png I have tried rebuilding the entire belt, clearing the belts, and so on to no avail. The...
- Tue Feb 25, 2014 9:09 pm
- Forum: Gameplay Help
- Topic: Complete Research in Console
- Replies: 8
- Views: 8326
Re: Complete Research in Console
One more question while I'm at it -- is there a list of entities anywhere? To use with the "give" command?
Something like:
express-transport-belt
and so on? I think some deviate from the textual name, but can't think of them right now.
Something like:
express-transport-belt
and so on? I think some deviate from the textual name, but can't think of them right now.
- Tue Feb 25, 2014 9:07 pm
- Forum: Gameplay Help
- Topic: Complete Research in Console
- Replies: 8
- Views: 8326
Re: Complete Research in Console
slpwnd - <3
Worked like a champ
Worked like a champ
- Tue Feb 25, 2014 9:06 pm
- Forum: Gameplay Help
- Topic: What to do with light oil?
- Replies: 11
- Views: 8018
Re: What to do with light oil?
I think the oil dynamic adds quite an interesting component to the game. I would say that it would be nice if light and heavy oils had more uses, but for now I simply turn them into solid fuel and pack them into chests... I can use a good supply of crude, with one refinery, and three chemical plants...
- Tue Feb 25, 2014 8:35 pm
- Forum: Gameplay Help
- Topic: Complete Research in Console
- Replies: 8
- Views: 8326
Complete Research in Console
I have had to restart my factories a few times, and while starting up can be fun, there are times I'd like to just have all the research done and build a factory... Sort of like "Creative Mode" on Minecraft. Is there a way to quickly research all technologies, or do them through the consol...
- Mon Jan 27, 2014 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: Stacked Overlay Opacity
- Replies: 2
- Views: 1021
Re: Stacked Overlay Opacity
Awesome, thank you kovarex!
- Mon Jan 27, 2014 5:45 pm
- Forum: Resolved Problems and Bugs
- Topic: Stacked Overlay Opacity
- Replies: 2
- Views: 1021
Stacked Overlay Opacity
Since a roboport can only charge so many bots at one time, I often like to may "relay centers" where there is a collection of storage chests and roboports. Here's the problem: http://i835.photobucket.com/albums/zz274/rlerner/blinded_zps3052aad4.png When you have several robo ports clustere...
- Mon Jan 13, 2014 3:30 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio 0.8.8 Sprite Rendering Issue
- Replies: 6
- Views: 2299
Re: Factorio 0.8.8 Sprite Rendering Issue
REstarted, labs were pulsing, radars didn't show.
Took me a few minutes but realized a lot of the work I did earlier did not save. Checked my autosaves, same story, all behind.
Took me a few minutes but realized a lot of the work I did earlier did not save. Checked my autosaves, same story, all behind.
- Mon Jan 13, 2014 3:25 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio 0.8.8 Sprite Rendering Issue
- Replies: 6
- Views: 2299
Re: Factorio 0.8.8 Sprite Rendering Issue
Restarted again. Belts and Inserters showing.
- Mon Jan 13, 2014 3:02 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio 0.8.8 Sprite Rendering Issue
- Replies: 6
- Views: 2299
Factorio 0.8.8 Sprite Rendering Issue
Started the game up after a long hiatus. Ended up having a few issues, so I uninstalled it and re-installed 0.8.8. I realize it is experimental. I played a new game for a few days without many issues, today started it up and the steam engines were flashing (as if there were frames missing out of the...
- Mon Jun 17, 2013 6:19 pm
- Forum: Implemented Suggestions
- Topic: Inverse filter setting (Is not filter, take all except...)
- Replies: 32
- Views: 18727
is not filter inserter
The ability to use filter inserters to remove anything NOT specified in the selection, help with garbage removal on lines when changing them up or when a chest explodes
- Tue Jun 11, 2013 3:47 am
- Forum: Releases
- Topic: Version 0.5.0
- Replies: 33
- Views: 29391
Re: Version 0.5.0
Found a bug.
Have two engines coupled, then, select the rear one (and be in it!), and press "R" or your rotate key.
Hyper warp speed!
Love this, even though I know it's unintentional.
Have two engines coupled, then, select the rear one (and be in it!), and press "R" or your rotate key.
Hyper warp speed!
Love this, even though I know it's unintentional.
- Fri May 31, 2013 3:54 am
- Forum: General discussion
- Topic: Effective Power Generation
- Replies: 8
- Views: 12116
Re: Effective Power Generation
Wouldn't be a bad idea, I thought of compiling a list, but didn't jump on it since it seems they still plan on doing a large "re-balance" of the game. At least this info should help with an optimal configuration until they change it. Awesome how you stumbled upon a similar configuration as...
- Fri May 31, 2013 3:34 am
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 76179
Re: [Polls] The signals
I believe you probably did post about wireless, as did I. I don't have a use case right now, as I've had some issues with my previous save games not loading, however including "0" on the slider can negate the need for >= and <=, however I would have to imagine incorporating these would be ...
- Fri May 31, 2013 3:11 am
- Forum: General discussion
- Topic: Effective Power Generation
- Replies: 8
- Views: 12116
Re: Effective Power Generation
Posting separately since I see people being interested in the save for this, you can download it from here, and unzip into your saves folder:
http://www.robert-lerner.com/factorio/energy_test.zip (1.75 MB)
http://www.robert-lerner.com/factorio/energy_test.zip (1.75 MB)