Search found 241 matches
- Thu May 13, 2021 11:16 am
- Forum: Not a bug
- Topic: [1.1.33] Cannot connect or disconnect trains while riding Spidertron
- Replies: 4
- Views: 1453
[1.1.33] Cannot connect or disconnect trains while riding Spidertron
What did you do? Got close to a train that needed to be disconnected and tried to disconnect it. (Also tried to connect trains that weren't connected.) What happened? It didn't disconnect. Got a message: "Cannot disconnect rolling stock: not in rolling stock". Got out of Spidey, disconnect...
- Mon May 10, 2021 11:39 am
- Forum: Ideas and Suggestions
- Topic: make a tier 2 or 3 tank
- Replies: 1
- Views: 710
Re: make a tier 2 or 3 tank
(suggestion for the developers) make a tier 2 tank. i personally would like there to be two cannon ammo slots so that i can switch back and forth. and if you want to take it all the way with a tier 3 tank, put an automatic gun along with the main gun that you are using. I think this is called Spide...
- Mon May 03, 2021 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Logistic network naming
- Replies: 10
- Views: 4303
Re: Logistic network naming
(Very) Nice idea, but how would it be supposed to handle the case where a new roboport joined together 2 existing named networks? And then what would happen when that same roboport was removed? I have a number of isolated networks for my artillery outposts, and knowing which network I was looking at...
- Wed Apr 28, 2021 10:22 am
- Forum: Gameplay Help
- Topic: Building Megabases with the right Game Settings
- Replies: 11
- Views: 8351
Re: Building Megabases with the right Game Settings
You will find that you need less and less time the more often you try the same thing. Like in real life. Use blue prints (your own) and copy/paste. Spend time optimzing your designs and not reinventing the wheel. There is one time killer that is totally underestimated. Walking. Learn from the best ...
- Sat Apr 17, 2021 5:52 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 48241
Re: Industrial Revolution 2 discussion
While you may be within rights if you are doing this project for your private enjoyment, but check the mod license carefully about how, what and where you can reuse code and assets, especially if you intend to republish to the mod portal. This mod has a pretty restricted license, AFAIK.
- Sun Apr 11, 2021 3:25 am
- Forum: Technical Help
- Topic: Certain Key combination when interacting with chest crashes computer
- Replies: 1
- Views: 916
Re: Certain Key combination when interacting with chest crashes computer
Posting your Factorio log might help with diagnosis.
- Thu Apr 08, 2021 8:23 am
- Forum: Not a bug
- Topic: Large equipment grids produce scroll bars instead of stretching to fit the screen
- Replies: 2
- Views: 1331
- Sat Mar 20, 2021 3:19 am
- Forum: Gameplay Help
- Topic: railroad best practices
- Replies: 11
- Views: 7193
Re: railroad best practices
If you go for 8 wagons, the acceleration will be noticeably slower with only 1 engine. You can add an additional engine (or 2) to significantly improve the acceleration. If you put them on the front, you'll need to completely redesign your train stops, as the train components are 7 tiles and will th...
- Fri Mar 19, 2021 9:38 am
- Forum: Not a bug
- Topic: Large equipment grids produce scroll bars instead of stretching to fit the screen
- Replies: 2
- Views: 1331
Large equipment grids produce scroll bars instead of stretching to fit the screen
Similar to https://forums.factorio.com/viewtopic.php?f=11&t=91871&p=523175&hilit=modded+equipment+grids#p523175 The large equipment grid of the Spidertron MK3 (for example) requires a left-to-right scrollbar, even though it should be able to scale to the screen size. 2021-03-19 20_30_27-...
- Tue Mar 09, 2021 8:13 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Compact-ish early game rocket fuel
- Replies: 2
- Views: 2725
Compact-ish early game rocket fuel
OK, may not strictly meet the requirements of this subforum, but I wanted to share my recent early game rocket fuel build. It's fairly compact, perfect ratio (solid to rocket) and I've not seen anything else in this vein. Hope someone enjoys it. Compact-ish Rocket Fuel.png 0eNq1nd1uG0cWhN+F12Qw/d/tV...
- Sat Mar 06, 2021 8:16 am
- Forum: General discussion
- Topic: Find production on base, amnesia problem ;)
- Replies: 10
- Views: 3199
Re: Find production on base, amnesia problem ;)
It might help to enable the map feature that shows the machine recipe. And I think megabase is usually considered 1000 science per minute for 10 hours. But I'm sure that's open to interpretation!
- Tue Mar 02, 2021 7:53 am
- Forum: Ideas and Suggestions
- Topic: When looking at the Filter setting on Filter inserters or Splitters, suggest items that are on the connected entity
- Replies: 2
- Views: 1134
Re: When looking at the Filter setting on Filter inserters or Splitters, suggest items that are on the connected entity
You’re right, that could work in more than 85% of cases. And it seems to be simple to implement it as mod first. I agree that it would be OK for about 85% of cases. There are times when one wishes to filter a splitter with something like fish or decon planner to prevent anything going down one side...
- Sun Feb 21, 2021 4:21 am
- Forum: Ideas and Suggestions
- Topic: Vary the color of turret range on map view depending on which ones contain ammunition
- Replies: 2
- Views: 1052
- Sun Feb 21, 2021 4:18 am
- Forum: Gameplay Help
- Topic: Launch counter
- Replies: 3
- Views: 1548
- Thu Feb 18, 2021 4:36 am
- Forum: Outdated/Not implemented
- Topic: Split Belt
- Replies: 11
- Views: 3458
Re: Split Belt
Being able to apply the splitter filter by lane would be another approach to solve the "only give me half the belt" problem. Not saying it's a good one...
- Tue Feb 16, 2021 7:44 am
- Forum: Gameplay Help
- Topic: Personal trash slot not working??
- Replies: 3
- Views: 1654
Re: Personal trash slot not working??
And make sure you haven't disabled personal logistics (tick box at top of inventory screen.)
- Sat Feb 13, 2021 4:20 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 23688
Re: Gigatrains: 720-car trains supplying a 10K science/min base
... man, it must suck if you need to cross the tracks when one of those behemoths passes. If that train is movin, anything that remotely touches it keels over, with that inertia. Where are those trains loaded? What kind of mines are they getting their ore from? Spidertron. :D "Train routing. I...
- Fri Feb 12, 2021 6:12 am
- Forum: Gameplay Help
- Topic: Why "No Path"?
- Replies: 7
- Views: 2563
Re: Why "No Path"?
That's a very cool guess and I didn't think to look for it, but I did now and they're all pathable. edit: That said, perhaps the pathing engine can't figure out a path that requires switching to the reverse engine. Double-ended trains will only switch direction at stations, not at signals, not midw...
- Tue Feb 09, 2021 7:39 am
- Forum: Gameplay Help
- Topic: Small Power Poles in Smelting Array not connecting
- Replies: 9
- Views: 2801
- Mon Feb 08, 2021 8:32 am
- Forum: Gameplay Help
- Topic: Small Power Poles in Smelting Array not connecting
- Replies: 9
- Views: 2801