Search found 1596 matches
- Sun Jan 03, 2021 1:11 pm
- Forum: Gameplay Help
- Topic: Construction bots lagging
- Replies: 6
- Views: 4064
Re: Construction bots lagging
One time I had a huge lag. It was because of too much ghosts in a not roboport covered area.
- Sat Jan 02, 2021 8:04 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 46975
Re: Industrial Revolution 2 discussion
Does anyone know how to activate the Deconstruction planner in IR2? I guess you have a fresh installation of factorio If it works like in normal game, then the buttons should unlock with researching bots. There's also a command to unlock the buttons Anyway, the shortcut should work already: Alt-D (...
- Sat Jan 02, 2021 8:01 am
- Forum: Gameplay Help
- Topic: Why haven't biters and such attacked my factory?
- Replies: 5
- Views: 2119
Re: Why haven't biters and such attacked my factory?
You will also get an achievement shortly before they come the first time ever:
"It stinks and they dont like it"
https://wiki.factorio.com/Achievements
"It stinks and they dont like it"
https://wiki.factorio.com/Achievements
- Sat Jan 02, 2021 7:55 am
- Forum: Mod portal Discussion
- Topic: Website mods.factorio.com defaults to version 1.0
- Replies: 4
- Views: 1336
Re: Website mods.factorio.com defaults to version 1.0
Thank you. I changed it alreadySilari wrote: ↑Sat Jan 02, 2021 5:50 amChange it to https://mods.factorio.com/?version=1.1 and search will stay at 1.1.
- Fri Jan 01, 2021 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Modpacks with specific mod versions
- Replies: 15
- Views: 1698
Re: Modpacks with specific mod versions
What this suggestion currently describes is only the very, very top of the iceberg. Because it cannot solve all conflicts. Yes, I know. It's not a complete approach for solving the "dependency hell". But, it rather tries to solve the use-case, where the "modpacker" exactly knows...
- Thu Dec 31, 2020 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Add a Expand all / Collapse all button to Menu->Settings->Controls
- Replies: 4
- Views: 1218
Re: Add a Expand all / Collapse all button to Menu->Settings->Controls
+1
Or start all collapsed
Or start all collapsed
- Thu Dec 31, 2020 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Modpacks with specific mod versions
- Replies: 15
- Views: 1698
Modpacks with specific mod versions
TL;DR Modpacks are able to define the version of the containing mods. With this info, you can resync your active mods to the specified mod versions This suggestion is a follow-up of https://forums.factorio.com/viewtopic.php?f=66&t=53696 and was sketched briefly here: https://forums.factorio.com...
- Thu Dec 31, 2020 8:34 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: How to download all needed mods?
- Replies: 3
- Views: 2424
Re: How to download all needed mods?
You can install this modpack mod:
https://mods.factorio.com/mod/multiplay ... me_modpack
It will automatically download all dependency mods except the optional mods listed here: https://mods.factorio.com/mod/multiplay ... /downloads
https://mods.factorio.com/mod/multiplay ... me_modpack
It will automatically download all dependency mods except the optional mods listed here: https://mods.factorio.com/mod/multiplay ... /downloads
- Thu Dec 31, 2020 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Auto rotate signals even when placed as ghosts
- Replies: 20
- Views: 3758
Re: Auto rotate signals even when placed as ghosts
So, when I ghost print a pipe it's pointing at a fixed 90 degrees. When the bot places it, it ..... rotates to connect to another pipe. If that isn't auto rotation, I don't know what is. When I ghost print a belt, if there is an adjacent belt, it will change the rotation in some cases. Again, how i...
- Thu Dec 31, 2020 8:20 am
- Forum: Implemented Suggestions
- Topic: Support for mod packs
- Replies: 40
- Views: 14191
Re: Support for mod packs
- Thu Dec 31, 2020 8:16 am
- Forum: Ideas and Suggestions
- Topic: Auto rotate signals even when placed as ghosts
- Replies: 20
- Views: 3758
Re: Auto rotate signals even when placed as ghosts
No, they don’t. Watch that behavior exactly! Pipes don’t have any rotation, and belts have complicated rules connecting other belts. Uhm, are we playing the same game? If you ghost print a pipe down the bot will fix the rotation when it places it to match adjacent pipes. Sure belts have complicated...
- Wed Dec 30, 2020 1:03 pm
- Forum: Ideas and Suggestions
- Topic: New stop condition for Trains...
- Replies: 11
- Views: 2774
Re: New stop condition for Trains...
:: If item count less / more for each wagon atm. we have condition to check for full/empty or item amount in cargo... but its not enough :/... Lets say that we have 1-2 and one wagon is empty but second is full... in this situation without balancer half of our smelters do nothing... This mod could ...
- Wed Dec 30, 2020 2:06 am
- Forum: Mod portal Discussion
- Topic: Mod licence issue
- Replies: 5
- Views: 1853
Re: Mod licence issue
Can we just stop this topic here, please? It will just lead to unpleasant discussions. I find players committing criminal copyright violations without intending to or being aware of more unpleasantness. To my perception, its not the problem, that players violate the copyright without knowing, but t...
- Wed Dec 30, 2020 1:00 am
- Forum: Mod portal Discussion
- Topic: Mod licence issue
- Replies: 5
- Views: 1853
Re: Mod licence issue
It is what it is.
Can we just stop this topic here, please? It will just lead to unpleasant discussions.
The worst case, is that mod developers will delete their mods to not fall under too hard restrictions
Can we just stop this topic here, please? It will just lead to unpleasant discussions.
The worst case, is that mod developers will delete their mods to not fall under too hard restrictions
- Tue Dec 29, 2020 1:17 pm
- Forum: Implemented Suggestions
- Topic: Support for mod packs
- Replies: 40
- Views: 14191
Re: Support for mod packs
One problem is still, that you can't tie specific versions of mods together as a modpack ... If you make the modpack mod with dependencies with specific version f.e. "ScienceCostTweakerM = 1.1.1", it still downloads the latest version and the modpack mod appears red. ... However, you stil...
- Tue Dec 29, 2020 8:04 am
- Forum: Ideas and Suggestions
- Topic: Auto rotate signals even when placed as ghosts
- Replies: 20
- Views: 3758
Re: Auto rotate signals even when placed as ghosts
From your description it sounds like what you really need is an option to make Q always pick up a ghost cursor. Possibly limited to "when in map mod". Both of which are moddable. Nice Idea. The mod "Brave New World" does this (among a lot of other things!!). You also can pick th...
- Mon Dec 28, 2020 1:33 pm
- Forum: Implemented Suggestions
- Topic: Support for mod packs
- Replies: 40
- Views: 14191
Re: Support for mod packs
One problem is still, that you can't tie specific versions of mods together as a modpack F.e. Seablock: There is this "modpack mod": https://mods.factorio.com/mod/SeaBlockMetaPack But, if you install it, it gets the most recent versions of the mods. But newest ScienceCostTweaker is not rel...
- Mon Dec 28, 2020 7:59 am
- Forum: Implemented Suggestions
- Topic: Support for mod packs
- Replies: 40
- Views: 14191
- Sun Dec 27, 2020 11:03 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 144684
Re: [MOD 1.1] Sea Block Pack 0.5.0
Fyi: Science Cost Tweaker will get some changes. Don't know, if it will work without problem https://forums.factorio.com/viewtopic.php?p=528421#p528421 i have not found any loops due change in t1 and t3, when loading my sea block test save, also new ingredient recipe unlocked properly, but t3 is no...
- Sun Dec 27, 2020 10:47 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 50389
Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
I'm playing seablock with this mod right now and it might just be me, but I'm not of making laboratories themselves complex to make. For example, I was trying to get purple science and I could do it, but the lab itself required tungsten plates, processing units and etc, which are used for yellow sc...