I got some blueprints with requested items. It works similar as train fuel or modules. Could be fuel in a nuclear reactor or ammo in a turret.
It's called Brennstoff in Zügen (fuel in trains). It should be called just fuel (or whatever it is), without mentioning a train.
For ammo it's inconsistent ...
Search found 135 matches
- Wed Mar 27, 2024 10:30 am
- Forum: Not a bug
- Topic: [1.1.104] there is no train (wrong description)
- Replies: 1
- Views: 838
- Fri Feb 23, 2024 3:09 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 106951
Re: Friday Facts #399 - Trash to Treasure
insane .. love it!
- Fri Jan 26, 2024 2:51 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 51130
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I never used icons in stop names, making that a necessity sounds like a terrible idea
- Sat Jan 06, 2024 12:33 am
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 63832
Re: Friday Facts #392 - Parametrised blueprints
True! I like variables with descriptive namesTooster wrote: Fri Jan 05, 2024 12:51 pm A really nice feature! I have one feature request though to help with UX:
Instead of a fixed number of signals from 0-9 I would recommend a tag/name based system.
- Tue Oct 31, 2023 2:57 am
- Forum: Technical Help
- Topic: Crash on train station rename
- Replies: 2
- Views: 712
Re: Crash on train station rename
After loading the autosave, I recognized Shift-Ö opens some Discord window.
It did not before, seems it's a conflict
It did not before, seems it's a conflict
- Tue Oct 31, 2023 2:53 am
- Forum: Technical Help
- Topic: Crash on train station rename
- Replies: 2
- Views: 712
Crash on train station rename
1.1.94 windows11
I tried to give my train station the name "Roh-Öl" (german for crude oil).
After typing in the Ö factorio does not accept any input. Nothing works. No Escape, no click somewhere, no Alt-F4. Game seems to keep running, but it does not recognize any input. Bild_2023-10-31_034916872 ...
I tried to give my train station the name "Roh-Öl" (german for crude oil).
After typing in the Ö factorio does not accept any input. Nothing works. No Escape, no click somewhere, no Alt-F4. Game seems to keep running, but it does not recognize any input. Bild_2023-10-31_034916872 ...
- Thu May 19, 2022 8:06 pm
- Forum: Minor issues
- Topic: [1.1.59] Roboports connection not visible
- Replies: 4
- Views: 2623
Re: [1.1.59] Roboports connection not visible
wow 4 yrs later :D
no Bug
there is a gap in X and Y direction between these 2 roboports - thats why you don't see a connection line.
that there is a connection from behind doesn't matter
wrong. This suggests there are 2 different bot networks, while it's one.
The connection shows up while ...
no Bug
there is a gap in X and Y direction between these 2 roboports - thats why you don't see a connection line.
that there is a connection from behind doesn't matter
wrong. This suggests there are 2 different bot networks, while it's one.
The connection shows up while ...
- Tue May 17, 2022 9:06 pm
- Forum: Minor issues
- Topic: [1.1.59] Roboports connection not visible
- Replies: 4
- Views: 2623
[1.1.59] Roboports connection not visible
These roboports are connected, but the dashed line is missing.
I have built them with a blueprint.
robobug1.png
When relocating one of them, or delete and build again manually, the dashed line appears:
robobug2.png
Blueprint:
0eNqdnc1yXDlyRl9FwXWx4wK4+OvlOLz1wlu7w0FRZXXFUKRMkR1ud ...
I have built them with a blueprint.
robobug1.png
When relocating one of them, or delete and build again manually, the dashed line appears:
robobug2.png
Blueprint:
0eNqdnc1yXDlyRl9FwXWx4wK4+OvlOLz1wlu7w0FRZXXFUKRMkR1ud ...
- Fri Feb 04, 2022 2:42 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 163001
Re: Friday Facts #367 - Expansion news
Awwww :3
Application for closed beta testing: search.php?keywords=&terms=all&author=b ... mit=Search
Application for closed beta testing: search.php?keywords=&terms=all&author=b ... mit=Search
- Fri Feb 04, 2022 2:33 pm
- Forum: Energy Production
- Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
- Replies: 12
- Views: 9010
Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
In this screenshot https://forums.factorio.com/download/file.php?id=63990 every single reactor has it's own load control + some indication lights + backup power in the inner circle
Ok, do you have some blueprint you could send me? Then i try to adapt it to my reactor.
https ...
- Thu May 27, 2021 3:28 pm
- Forum: Energy Production
- Topic: 2x2 easy nuclear with self-regulation, no bots
- Replies: 2
- Views: 5388
2x2 easy nuclear with self-regulation, no bots
4 Reactor Design 480MW incl. self-regulation
easy to build / no bots / start itself
tile-able. put in a row
incl. solar backup for circuitry + inserters. immune to external power shortage
fuel efficient waste control: automatic shut off single reactors if too much energy
how to use:
build ...
easy to build / no bots / start itself
tile-able. put in a row
incl. solar backup for circuitry + inserters. immune to external power shortage
fuel efficient waste control: automatic shut off single reactors if too much energy
how to use:
build ...
- Thu May 27, 2021 3:20 pm
- Forum: Energy Production
- Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
- Replies: 12
- Views: 9010
Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
In this screenshot https://forums.factorio.com/download/file.php?id=63990 every single reactor has it's own load control + some indication lights + backup power in the inner circle
Ok, do you have some blueprint you could send me? Then i try to adapt it to my reactor.
https ...
- Thu May 27, 2021 3:17 pm
- Forum: Energy Production
- Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
- Replies: 12
- Views: 9010
- Wed Mar 03, 2021 3:39 am
- Forum: Energy Production
- Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
- Replies: 12
- Views: 9010
Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
Never assume it's running on full load 100%.
Add some logic, does not need to be very complex, just replace 1 roboport or two. Sadly I can't tell you how exactly because I'm not at my home now, but it's possible to make a very compact circuit, smart enough to start itself without human interaction ...
Add some logic, does not need to be very complex, just replace 1 roboport or two. Sadly I can't tell you how exactly because I'm not at my home now, but it's possible to make a very compact circuit, smart enough to start itself without human interaction ...
- Sat Feb 06, 2021 4:45 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 223389
Re: Friday Facts #365 - Future plans
...
Yo Drury, first of all thank you for your posts over all the years, I ALWAYS enjoy reading from you so much. And specifically this post https://forums.factorio.com/viewtopic.php?p=97937#p97937 is something I will probably remember forever.
Mods and overhauls for Factorio are truly ...
- Fri Jan 08, 2021 4:54 am
- Forum: Releases
- Topic: Version 1.1.8
- Replies: 26
- Views: 27165
Re: Version 1.1.8
Welcome back from christmas holidays and thanks for the update!
- Tue Dec 15, 2020 9:19 pm
- Forum: General discussion
- Topic: New development team member? Welcome Lou
- Replies: 2
- Views: 2332
Re: New development team member? Welcome Lou
welcome Lou!
- Tue Dec 15, 2020 9:16 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 237
- Views: 151371
- Tue Dec 15, 2020 9:54 am
- Forum: Minor issues
- Topic: [1.1.5] Ghost beacons after copy-paste wrong number of speed packs
- Replies: 3
- Views: 2261
Re: [1.1.5] Ghost beacons after copy-paste wrong number of speed packs
This bug exists for a looong time. even pre-1.0 noticed this sometimes. could never reproduce. Never seen double modules before, but random empty beacons.
I'm now trained to double-check if all beacons got modules when finalizing blueprints.
I'm now trained to double-check if all beacons got modules when finalizing blueprints.
- Sat Dec 12, 2020 10:03 pm
- Forum: General discussion
- Topic: The game needs advice.
- Replies: 6
- Views: 2873
Re: The game needs advice.
well, do the tutorial :)
You have the freedom of choice, how to play this game. If you don't like to be in a hurry, turn off biters or enable peace mode.
Congrats for your first lab running. You could turn your spaghetti into a blueprint (make a copy) for later games, then move on to green science ...
You have the freedom of choice, how to play this game. If you don't like to be in a hurry, turn off biters or enable peace mode.
Congrats for your first lab running. You could turn your spaghetti into a blueprint (make a copy) for later games, then move on to green science ...