I think there is more non Steam players than Steam players that runs the game on ancient hardware. So the real numbers that can't play 0.17 is probably a little bit higher.
Reading about plural the Czech version sounds reasonable and then get astound of all the ridiculous variants in other languages.
Search found 289 matches
- Fri May 25, 2018 6:40 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 27003
- Sun May 13, 2018 6:38 pm
- Forum: Ideas and Requests For Mods
- Topic: MP Vanilla: Disable landfill and cliff bombs ?
- Replies: 4
- Views: 1880
Re: MP Vanilla: Disable landfill and cliff bombs ?
Code: Select all
/silent-command game.player.force.recipes["landfill"].enabled=false
/silent-command game.player.force.recipes["cliff-explosives"].enabled=false
- Sun May 06, 2018 7:47 am
- Forum: Gameplay Help
- Topic: On the capacity of trains
- Replies: 31
- Views: 8939
Re: On the capacity of trains
I agree on that the junctions usually is the bottleneck.
With a perfect rail-network without crossings I suppose the inserters loading and unloading trains is the bottleneck, but that depends on how many station you cram onto a rail (is it possible with several train-stations without crossings?).
With a perfect rail-network without crossings I suppose the inserters loading and unloading trains is the bottleneck, but that depends on how many station you cram onto a rail (is it possible with several train-stations without crossings?).
- Fri May 04, 2018 2:58 pm
- Forum: Implemented Suggestions
- Topic: New names for the science packs
- Replies: 5
- Views: 1582
New names for the science packs
Science pack1 and Science pack2 is quite boring names and commonly refereed to by there color.
They should be called red and green science pack or some other more fancy names in the game to.
They should be called red and green science pack or some other more fancy names in the game to.
- Tue May 01, 2018 6:32 am
- Forum: Ideas and Suggestions
- Topic: Assemblers and circuit network
- Replies: 2
- Views: 3262
Re: Assemblers and circuit network
Check out the crafting combinator mod. https://mods.factorio.com/mods/theRusty ... combinator
- Sun Apr 29, 2018 3:45 pm
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 43750
Re: Starter base: What to build and what not to build.
@zOldBulldog
You would be surprised how far you can go with yellow, if you want a quick start don't use red belts where they isn't needed, definitely nowhere before blue science.
You would be surprised how far you can go with yellow, if you want a quick start don't use red belts where they isn't needed, definitely nowhere before blue science.
- Sun Apr 29, 2018 9:40 am
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 43750
Re: Starter base: What to build and what not to build.
Blue science and red belts need's lot's of iron, so I think that should be done on the main factory with proper smelting columns. The bootstrap/starter base could do red+green science and yellow belts, the red+green science is cheap and can quickly be done in a little dinky factory. Wait until the m...
- Sat Apr 28, 2018 6:00 pm
- Forum: Gameplay Help
- Topic: Trains with multiple stations
- Replies: 14
- Views: 7567
Re: Trains with multiple stations
If the route to the second station is too long, your trains will prefer to wait for the signal. Otherwise trains would constantly reroute everytime they reach a junction with a red signal. You could disable the first station with a circuit, when there is a train at the station. But this brings a wh...
- Sat Apr 28, 2018 3:48 pm
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 16336
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
Thinking about fast replace pipes some more. It could be quite bad, fast replace a underground pipe with a normal pipe have a big risk to make the pipe auto-connect where it shouldn't and mix fluids. Then you have to place pumps and tanks to clean the pipe or delete everything and restart the buildi...
- Fri Apr 27, 2018 5:48 pm
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 16336
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
The problem with the current fast replace for belts is that belts replaces splitters and underground belts. If you made so splitters and undergrounds replaces belts and not the other way around we all will be very happy.
- Thu Apr 26, 2018 6:01 am
- Forum: Pending
- Topic: [Rseding91] [0.16.37] Inserters stop working (angels + bobs modded)
- Replies: 16
- Views: 5698
Re: [0.16.37] Inserters stop working (angels + bobs modded)
it's not viewtopic.php?t=59316
In 59316 the inserters wake up call stuff... is coupled with the wrong entity.
In this bug the waky uppy stuff is coupled with the unbarreler, but the line is yellow so the unbarreler doesn't make the wake up call to the inserter even if it should.
In 59316 the inserters wake up call stuff... is coupled with the wrong entity.
In this bug the waky uppy stuff is coupled with the unbarreler, but the line is yellow so the unbarreler doesn't make the wake up call to the inserter even if it should.
- Mon Apr 23, 2018 7:25 pm
- Forum: General discussion
- Topic: Factorio flaws
- Replies: 48
- Views: 14120
Re: Factorio flaws
1. After having played with bob's angels mods, it's interesting with more building and complex recipes but somehow it's more of the same type of puzzles compared to vanilla where you encounter knew emergent problems when you try to scale up the factory. 2. Yea the beacon assemblers rows is quite bor...
- Fri Apr 20, 2018 5:38 am
- Forum: Implemented Suggestions
- Topic: indicator for mines that ran out of deposits
- Replies: 55
- Views: 25690
Re: Depleted mines: Status icon
It's much better to just learn to let the empty miners be, they don't do any harm. Just clean up the whole patch when it's empty.
- Tue Apr 17, 2018 6:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Inserters get stuck
- Replies: 15
- Views: 7727
Re: [0.16.36] Inserters get stuck
Great. Best devs ever.
- Mon Apr 16, 2018 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Game Launcher
- Replies: 10
- Views: 2328
Re: Game Launcher
It would be great if the launcher could auto match and download mods for multiplayer servers and saves. So then it should handle the server list and be able to switch between different versions of the same mods.The dependency list for mods has only the internal names and not the names you can search...
- Mon Apr 16, 2018 3:03 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 47434
Re: Friday Facts #238 - The GUI update (Part II)
As more people has noted, when checking readability and contrast also check that for other parts of the game. Not only the stone patches also Icons and signs that buildings like train-station is on/off. It's so hard to see if some of the buildings is active most players don't even know it's possible...
- Thu Apr 12, 2018 11:33 am
- Forum: Ideas and Suggestions
- Topic: ingame calculator
- Replies: 12
- Views: 4861
Re: ingame calculator
You can use Lua code in the console as a calculator, not optimal...
https://wiki.factorio.com/Console#Use_it_as_calculator
https://wiki.factorio.com/Console#Use_it_as_calculator
- Sat Apr 07, 2018 8:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Inserters get stuck
- Replies: 15
- Views: 7727
Re: [16.36] Inserters get stuck
Thanks for the engagement, it's not surprising that Factorio players thinks this sort of stuff is fun to figure out. https://i.imgur.com/nIkb0uU.jpg I tested the debug overlay. You can see that the inserter is coupled to the wrong belt, but the belt it's connected to is also empty? It's an low angle...
- Fri Apr 06, 2018 5:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Inserters get stuck
- Replies: 15
- Views: 7727
Re: [16.36] Inserters get stuck
It happens when the belt is full so the inserters can't put down more stuff and then when the belt starts to move again the inserters don't automatically start again. I think it could be that the inserter get to sleep to save CPU and the wake up call from the belt don't work if the bob's adjustable ...
- Thu Apr 05, 2018 11:19 am
- Forum: Ideas and Suggestions
- Topic: Better train control
- Replies: 53
- Views: 11725
Re: Better train control
But it ridiculously hard. For you. Outpost is full of waiting trains? Toggle the station off. New trains don't go there. It's literally not rocket science. I'm not saying that the train interface shouldn't change, but it's interesting how many people post threads demanding easy point'n'click soluti...