Search found 80 matches
- Sat Apr 29, 2017 2:54 pm
- Forum: General discussion
- Topic: disable biter expansion question
- Replies: 13
- Views: 7782
disable biter expansion question
Hi so im playing rail world and notice it disabled biter expansion, i have a lot of radar set up and around where i started was biter free, but now 6 hours into the game they have expanded massively around me and are creeping closer and closer. so im a bit confused what it means by disabling expansi...
- Thu Apr 27, 2017 2:44 pm
- Forum: Outdated/Not implemented
- Topic: Limit Mining Drills to a specific resource
- Replies: 15
- Views: 18429
Re: Limit Mining Drills to a specific resource
this would be nice, but a way to fix this is put a filter inserter on the belt line to grab the bad resource off the belt
- Wed Apr 26, 2017 11:49 pm
- Forum: Technical Help
- Topic: Slow performance in PVP mode but not regular multiplayer
- Replies: 0
- Views: 448
Slow performance in PVP mode but not regular multiplayer
as the topic says me and 2 friends played PVP mode, each of us had our own base we are far apart from each other. and we all experience slow performance /FPS even I the host. after both my friends logged off i was still experiencing slow performance. but if we play a normal multiplayer game it is fi...
- Wed Apr 26, 2017 12:14 am
- Forum: Ideas and Suggestions
- Topic: Multi starting points for multi player and teams
- Replies: 4
- Views: 2849
Re: Multi starting points for multi player and teams
I know there are mods for this and still haven't figured out how to use spacebook yet or the other ones to achieve this, but can it be put into vanilla for team placed gameplay also, that we can say there will be 4 starting spots and 4 teams spread out on the map. and the game knows to do the fancy...
- Sat Apr 22, 2017 1:36 am
- Forum: Ideas and Suggestions
- Topic: Multi starting points for multi player and teams
- Replies: 4
- Views: 2849
Multi starting points for multi player and teams
I know there are mods for this and still haven't figured out how to use spacebook yet or the other ones to achieve this, but can it be put into vanilla for team placed gameplay also, that we can say there will be 4 starting spots and 4 teams spread out on the map. and the game knows to do the fancy ...
- Fri Dec 09, 2016 4:27 pm
- Forum: Ideas and Suggestions
- Topic: Pollution affecting solar panel output
- Replies: 9
- Views: 3335
Solar panels and pollution
Just a thought the more pollution a solar panel has over it the less efficient it should be
- Fri Dec 09, 2016 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Different colored Roboport, different networks
- Replies: 5
- Views: 1406
Different colored Roboport, different networks
Hi i have a suggestion. be it for the modders or devs can we get different colored robo ports and same colored robo ports can only connect to each other, this way logistic chest can overlap and two networks can interact with them but not not create infinte loops when one network wants to add to the ...
- Mon Dec 05, 2016 12:26 am
- Forum: Gameplay Help
- Topic: monster spawners seem broken
- Replies: 4
- Views: 1937
Re: monster spawners seem broken
now be awesome if we can change the frequency, size and richness during game or spawn in spawners to counter this goof we did.
we got a really easy start, so if there is a command to make their frequency go up in mid game be great!
we got a really easy start, so if there is a command to make their frequency go up in mid game be great!
- Mon Dec 05, 2016 12:21 am
- Forum: Gameplay Help
- Topic: monster spawners seem broken
- Replies: 4
- Views: 1937
Re: monster spawners seem broken
Thanks for the helpful reply! I did what you asked and it shows a lot of spawn regions are far away. my base is where you see my name, bluehasia. and my friends is to the west. http://prnt.sc/dfeuti the part of the map i circled is a base that i ran to when we did play earlier today to attack monste...
- Sun Dec 04, 2016 8:39 pm
- Forum: Gameplay Help
- Topic: monster spawners seem broken
- Replies: 4
- Views: 1937
monster spawners seem broken
hi there me and my friend are using spacebook to play in factorio we also used a lua command to clear a second starting location clear of mobs in a radios that included spawners. in space books we did swap it to peaceful then back to aggressive, but we are now 4 hours into the game and no mob bases ...
- Mon Jan 04, 2016 7:29 pm
- Forum: Gameplay Help
- Topic: peacful mode - some questions
- Replies: 3
- Views: 11583
Re: peacful mode - some questions
what is this command i can't find one that works now in v12
- Wed Aug 05, 2015 2:51 pm
- Forum: Mods
- Topic: [MOD 0.16] Compact Power
- Replies: 43
- Views: 48686
Re: [MOD 0.11.6] Compact Power
please update!
- Wed Aug 05, 2015 2:36 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Expanded Robot Technologies
- Replies: 24
- Views: 32152
Re: [0.12.X] Expanded Robot Technologies
ok got it to work and you posted it in your last post the fix it is never written clear that for multiplayer games (the way i only play with friends) needs the player changed to players[1] so this line you original did /c for n,t in pairs(game.player.force.technologies) do t.researched=t.enabled end...
- Tue Aug 04, 2015 11:52 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Expanded Robot Technologies
- Replies: 24
- Views: 32152
Re: [0.12.X] Expanded Robot Technologies
I love this mod :D Thanks man, that really means a lot! :) what would be the command line to force research this mod also me and my friend are playing a current game 12.1 and are doing a play through with all tech cheated done hey this is are 4th major play through and we wanted to focus on base bu...
- Mon Aug 03, 2015 2:40 am
- Forum: Mods
- Topic: [MOD 0.14.x] Expanded Robot Technologies
- Replies: 24
- Views: 32152
Re: [0.12.X] Expanded Robot Technologies
I love this mod :D what would be the command line to force research this mod also me and my friend are playing a current game 12.1 and are doing a play through with all tech cheated done hey this is are 4th major play through and we wanted to focus on base building rather than research this time aro...
- Wed Apr 22, 2015 11:34 pm
- Forum: Mods
- Topic: [MOD 0.11.X] UndergroundBeltsExtended aka Belts+
- Replies: 16
- Views: 35194
Re: [MOD 0.11.X] UndergroundBeltsExtended aka Belts+
tried using this on game version 11.21 and get an error on start up
- Wed Dec 31, 2014 7:18 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89074
Re: [MOD 0.11.6]Filtered Splitters - Huge stability boost!
so this is balanced? we get smart inserters very early on why not just have a low tier filter spliter to. by time one gets this filter splitter in game the base is already fully set up with tons of smart inserotrs. i rather leave the smart insertors than redesign existing tracks and inserter placeme...
- Wed Dec 31, 2014 4:56 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89074
Re: [MOD 0.11.6]Filtered Splitters - Huge stability boost!
really awesome mod. but it is very expensive to build can there be tiered versions one for each stage of track speed instead of only the fastest my thoughts on possible recipe idea tier one 2 smart inserter, one tier one spliter = 2 tier one filter splitters tier 2 2 tier 1 filter splitter and 1 tie...
- Tue Dec 30, 2014 9:13 pm
- Forum: Ideas and Suggestions
- Topic: New player some suggestions
- Replies: 4
- Views: 1906
Re: New player some suggestions
thanks for the mod links Rahjital ill give them all a try
- Tue Dec 30, 2014 2:31 am
- Forum: Ideas and Suggestions
- Topic: New player some suggestions
- Replies: 4
- Views: 1906
New player some suggestions
before i get shot i really did look back many pages on the idea board to see if these were already menchen but didnt see anything after playing and taken advantage of how tracks have two sides. but always finding it silly how i have to do set ups bigger than needed to make items be forced to one sid...