Search found 253 matches
- Sat Feb 26, 2022 3:31 am
- Forum: This Forum
- Topic: Do donation to causes belong here?
- Replies: 9
- Views: 4509
Re: Do donation to causes belong here?
As a regular reader, and sometimes contributor, to this forum, I think it is a very polite and subtle way to provide the information without preaching. Over here in Australia, I would have no idea how to provide any financial assistance to people in Europe.
- Thu Feb 17, 2022 11:18 am
- Forum: Outdated/Not implemented
- Topic: A lane splitter for controlling transport belt lanes
- Replies: 3
- Views: 2089
Re: A lane splitter for controlling transport belt lanes
One could argue that balancing lanes and managing draw/output is part of puzzle side of the game...
- Sun Feb 06, 2022 9:11 am
- Forum: Ideas and Suggestions
- Topic: Make it clearer when an object is connected to a network
- Replies: 3
- Views: 1499
Re: Make it clearer when an object is connected to a network
I played a few thousand hours before I reailsed those 2 (logistic/circuit) connections existed on the inserter interface.
+1
+1
- Sun Jan 30, 2022 2:02 am
- Forum: Gameplay Help
- Topic: Beast finder or Item finder?
- Replies: 2
- Views: 1090
Re: Beast finder or Item finder?
You could use a deconstruction planner filtered for "item on ground"
- Mon Jan 24, 2022 6:32 am
- Forum: Gameplay Help
- Topic: Train Pathing Issues
- Replies: 5
- Views: 1352
Re: Train Pathing Issues
I'm guessing "experience"... :D One hint is to hover a signal in your hand in the area, and the rail "blocks" are highlighted. This can show you why blockages occur. The other thing to try is from the train menu hold Ctrl and then see how far along the track the train will path b...
- Sat Jan 22, 2022 6:43 am
- Forum: Ideas and Suggestions
- Topic: Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
- Replies: 6
- Views: 1770
Re: Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
When using smart belt dragging, undergrounds are automatically placed when an obstacle is detected. However, if there are no undergrounds in inventory, a straight belt is placed. When there are objects on the belt, this will cause side-loading. Ghost underground belts should be placed instead. With...
- Wed Jan 19, 2022 10:11 am
- Forum: Ideas and Suggestions
- Topic: Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
- Replies: 6
- Views: 1770
Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
TL;DR When using smart belt dragging, undergrounds are automatically placed when an obstacle is detected. However, if there are no undergrounds in inventory, a straight belt is placed. When there are objects on the belt, this will cause side-loading. Ghost underground belts should be placed instead...
- Mon Dec 20, 2021 7:07 am
- Forum: Technical Help
- Topic: spidertron remote shift right click not working
- Replies: 10
- Views: 2564
Re: spidertron remote shift right click not working
Maybe check your key bindings?
- Sat Nov 27, 2021 12:54 am
- Forum: Ideas and Suggestions
- Topic: Shoot artilery with an optional different key
- Replies: 5
- Views: 1983
Re: Shoot artilery with an optional different key
You could remap the "move map" from left mouse to something else (eg, right mouse, or middle mouse)
- Sun Nov 21, 2021 1:36 am
- Forum: Railway Setups
- Topic: The unloved junctions
- Replies: 4
- Views: 3895
Re: The unloved junctions
Thank you for the very informative, educational and entertaining collection of interesting junctions. Now I just need to figure out how to use them in my factory...
- Tue Nov 09, 2021 7:55 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS optimized smelting - belts only
- Replies: 15
- Views: 7053
- Tue Nov 02, 2021 4:48 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 37978
Re: What are the most impractical items in Factorio?
Pistols.. In vanilla, pistols have a recipe for both manual and assembler crafting. But I can't think of a single scenario where either would be used. Every time the player respawns, they get a pistol. How would you ever actually really need to build another? If you drop it on accident? What about ...
- Tue Oct 19, 2021 8:21 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 37978
- Mon Oct 18, 2021 7:43 am
- Forum: Gameplay Help
- Topic: Calculating machines required to completely fill a belt factoring in Productivity Modules and Beacons with Speed Modules
- Replies: 7
- Views: 2187
Re: Calculating machines required to completely fill a belt factoring in Productivity Modules and Beacons with Speed Mod
Rate Calculator and/or Max Rate Calculator are useful mods to have in-game for these calcs.
- Mon Oct 18, 2021 7:42 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 37978
Re: What are the most impractical items in Factorio?
What's an efficiency module?
- Mon Oct 11, 2021 7:45 am
- Forum: Implemented in 2.0
- Topic: Being able to move map tags once placed
- Replies: 25
- Views: 8838
Re: Being able to move map tags once placed
+! to the original suggestion. I have recently had a need to do so, and obviously someone else beat me to the suggestion.
- Mon Oct 04, 2021 7:57 am
- Forum: Ideas and Suggestions
- Topic: Disable artillery wagon auto-fire when train is in manual mode
- Replies: 19
- Views: 6889
- Tue Sep 28, 2021 5:51 am
- Forum: General discussion
- Topic: Anyone standardizing on very long trains?
- Replies: 38
- Views: 14579
Re: Anyone standardizing on very long trains?
The only minor issue now is laying down rail. I was gridding the entire map with roboports and radar before and it worked amazingly well for a lot of things, but that was a little tedious and I suspect very non fps friendly. Also, not researching logistics so there's that. What works for me is sett...
- Fri Sep 03, 2021 8:31 am
- Forum: Gameplay Help
- Topic: Rocket silo doesn't always produce white science
- Replies: 10
- Views: 4291
Re: Rocket silo doesn't always produce white science
You could install the "Rocket Silo Stats" mod to check what has been launched. (Although I'm not 100% sure that it will record what has been launched prior to the mod being installed.)
- Tue Aug 24, 2021 8:08 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 46011
Re: [0.17] Even Distribution
Update the mod.