Search found 772 matches
- Fri May 05, 2017 1:02 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 51938
Re: Version 0.15.7
Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty. What does 'penalty' mean here? (Probably) Pathfinding penalty. This will make it less likely for an automatic train to take a route that has a train on manual mode in the ...
- Thu May 04, 2017 9:13 pm
- Forum: Not a bug
- Topic: [0.15.6] "New tag" keybinding not configurable
- Replies: 1
- Views: 727
[0.15.6] "New tag" keybinding not configurable
Left-clicking the map brings up the "New tag" window. I'd like to change that to something more convenient for me, but I couldn't find an entry for it in the Controls settings.
- Thu May 04, 2017 11:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Sync mods with save can't find mods
- Replies: 1
- Views: 2120
[0.15.6] Sync mods with save can't find mods
I'm trying to load a savegame in a fresh (zip) installation of Factorio. When I click the "Sync mods with save" button, this window pops up: http://i.imgur.com/75FqYWJ.png When I open the api url from the logfile in a browser, I do receive what appears to be a proper json response that doe...
- Thu May 04, 2017 11:20 am
- Forum: Gameplay Help
- Topic: Circuit network request: enable pump when other pump is on
- Replies: 2
- Views: 2422
Re: Circuit network request: enable pump when other pump is on
Just connect them to the same circuit and set the same (or opposite) condition, depending on if you want them both on at the same time or one off when the other's on.
- Wed May 03, 2017 10:10 am
- Forum: General discussion
- Topic: [Request] Could someone share a railworld save?
- Replies: 6
- Views: 2979
Re: [Request] Could someone share a railworld save?
Not exactly a railworld according to the presets, I started a world using RSO mod (I may have selected the Railworld preset, but the resource settings get overridden by RSO). The few mods used are all from the portal. *edit* Oh, it isn't peaceful, but that's easily fixed with a console command (shou...
- Fri Apr 28, 2017 11:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.3] Research screen not scrolled down on complete
- Replies: 1
- Views: 893
[0.15.3] Research screen not scrolled down on complete
When opening the research screen after completing a research, the screen has selected the completed research, but it doesn't scroll down to just completed one but sits at the top of the list. Since manually selecting a technology does scroll down to the next available, I would expect this just compl...
- Fri Apr 28, 2017 10:42 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 288111
Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.1
Getting an error when I try to follow a train while already driving another train:
Game version 0.15.3, other mods: FARL and Logistic Wagon (not researched yet)
Game version 0.15.3, other mods: FARL and Logistic Wagon (not researched yet)
- Wed Apr 26, 2017 8:51 pm
- Forum: Implemented Suggestions
- Topic: In Research screen, show the tech needed for the science pac
- Replies: 6
- Views: 3154
In Research screen, show the tech needed for the science pac
With the newly added science packs, I think it could be beneficial if the science pack icons listed after "Cost" could be clicked on to take you to the tech that unlocks it (or at least include the name of the unlocking tech in the mouseover)
- Tue Apr 25, 2017 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Map generator inconsistent behaviour
- Replies: 2
- Views: 2527
Re: [0.15.1] Map generator inconsistent behaviour
Exchange strings don't contain anything about presets since the preset isn't saved in the map either. All presets do is change the rest of the options in a nice packaged way. Right, makes sense. Perhaps a visual indication of this would be to deselect all presets when you enter an exchange string? ...
- Tue Apr 25, 2017 9:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Map generator inconsistent behaviour
- Replies: 2
- Views: 2527
[0.15.1] Map generator inconsistent behaviour
I'm playing around with the Map generator window and noticing some inconsistent and/or counterintuitive behaviour. I'll list some of the steps I tested, bolded the behaviour that seems off to me: - Paste a map exchange string - Map seed is filled, resource settings get updated, Preset doesn't move -...
- Wed Dec 28, 2016 2:36 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 419
- Views: 272718
Re: Performance optimization - post your saves
This save has a very noticable hickup every 1 or 2 seconds. It's very likely completely related to Robot Army, but perhaps it'll show an optimization chance in the mod api
save: https://www.dropbox.com/s/e17ev1ijvnt67 ... y.zip?dl=0
mods: https://www.dropbox.com/s/vwkfa4876a73q5x/mods.zip?dl=0
save: https://www.dropbox.com/s/e17ev1ijvnt67 ... y.zip?dl=0
mods: https://www.dropbox.com/s/vwkfa4876a73q5x/mods.zip?dl=0
- Wed Dec 21, 2016 8:22 pm
- Forum: Resource Spawner Overhaul
- Topic: Effective exploration with RSO mod
- Replies: 4
- Views: 3278
Re: Effective exploration with RSO mod
I used to go running around trying to find patches, nowadays I tend to play with Big Brother to increase radar scanning speed and range, that tends to get me zeroed in on new patches of resources fast enough. Apart from that, I also use Robot Army, send a few early squads out to clear biters and als...
- Wed Dec 21, 2016 8:18 pm
- Forum: Ideas and Suggestions
- Topic: Show Non-Researched Items as Locked
- Replies: 12
- Views: 6347
Re: Show Non-Researched Items as Locked
I feel like youre looking at this through a more experienced lens. I actually think you're doing the exact same. In your case, you (an experienced player) were guiding a new player, introducing her to concepts faster than would've happened in a normal progression. I really don't think your proposed...
- Wed Dec 21, 2016 4:37 pm
- Forum: Technical Help
- Topic: Game not loading all the way because of mod
- Replies: 6
- Views: 1986
Re: Game not loading all the way because of mod
You may need to be a bit more specific than that. What exactly have you tried?
- Wed Dec 21, 2016 4:12 pm
- Forum: Technical Help
- Topic: Game not loading all the way because of mod
- Replies: 6
- Views: 1986
Re: GAME NOT LOADING ALL THE WAY BECAUSE OF MOD!!!!
You can simply delete the mod from the mods directory inside the application directory. Not quite sure which OS you're using, but https://wiki.factorio.com/Application_directory should tell you where to find it. Also, you're probably missing some of the required mods for this particular mod, I think...
- Wed Dec 21, 2016 10:48 am
- Forum: General discussion
- Topic: Few personal feelings, and thoughts about new features
- Replies: 4
- Views: 2281
Re: Few personal feelings, and thoughts about new features
If you want to get a longer running game experience, you can always just get Marathon mod. That'll surely give you quite a few more hours to chew on.
- Tue Dec 20, 2016 11:09 am
- Forum: Resolved Problems and Bugs
- Topic: Unexpected error occurred
- Replies: 20
- Views: 7050
Re: Unexpected error occurred
Please let me know if you find the reason. The reason is basically in Posila's last post. This is very likely a problem with your Windows installation, not with Factorio. Microsoft has been extremely aggressive trying to push Windows 10 to all computers running 7 or 8. What I would guess is, Window...
- Mon Dec 19, 2016 2:10 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 105407
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
I'm just about starting on automating refining into the various ores, so far I've just been smelting the crushed ores straight into plates, doing a tiny bit of sorting to get things like silicon, gold and aluminium. Desperately need to scale that up :lol: (and then i'm playing without bob's electron...
- Mon Dec 19, 2016 1:46 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 105407
Re: [0.12.x][v0.12.7] Bob's Enemies Mod
At 82% evolution my Mk1 defensive laser turrets are really struggling to keep the waves under control. Also, with all the splash damage, roughly one lamp blows up every few minutes (I like to have my defensive wall well lit :) ). Also, not sure if it's RSO, Bob's or just base game updates, but I fin...
- Sun Dec 18, 2016 4:00 pm
- Forum: General discussion
- Topic: The future of factorio
- Replies: 4
- Views: 2303
Re: The future of factorio
The record is probably <4 hours for a speedrun. Most veteran players probably carve out all kinds of goals for themselves, stretching the game from anywhere between 20ish to 200+ hours. Then there's a boatload of mods to try, ranging from minor changes to almost complete overhauls of the game, addin...