Search found 241 matches
- Sat Feb 06, 2021 3:03 am
- Forum: Ideas and Suggestions
- Topic: Bigger miners covering a bigger area for mid and late game.
- Replies: 10
- Views: 2955
Re: Bigger miners covering a bigger area for mid and late game.
Sufficient mining productivity research would seem to me to make this redundant. Once you get to the point where 2 or 3 mines per side will fill a blue belt, the mining radius wouldn't really make much difference.
- Sun Jan 24, 2021 5:59 am
- Forum: Not a bug
- Topic: [1.1.14] Crashing while start with Industrial Revolution 2
- Replies: 4
- Views: 2113
- Sat Jan 23, 2021 9:46 am
- Forum: Releases
- Topic: Version 1.1.14
- Replies: 14
- Views: 14243
Re: Version 1.1.14
@Zeroji - thanks so much for sharing!
- Sat Jan 23, 2021 9:04 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.13] using spidertron remote near train station selects station.
- Replies: 3
- Views: 2202
Re: [1.1.13] using spidertron remote near train station selects station.
I wondered why this was happening to me, and it hadn't yet been reported!AmericanPatriot wrote: ↑Sat Jan 23, 2021 2:30 am
This bug only happens if "drag map" is set to something other than left click.
- Wed Jan 20, 2021 10:29 am
- Forum: Ideas and Suggestions
- Topic: Dragable Train signals
- Replies: 20
- Views: 4749
Re: Dragable Train signals
It's a nice idea, but it's hard to say how it would work out practically. How would the signals know how long the space should be? Of course, in one sense you can do this already, using a blueprint with a grid. 100% agree. For example, I often use trains of different lengths within the same map, so...
- Sun Jan 17, 2021 11:38 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 47839
Re: Industrial Revolution 2 discussion
I found a very minor bug in a specific tooltip, just in case Deadlock is reading this... Factorio 1.1.12_IR-bug.png I tried IR1 and couldn't get into it, but I've managed to get over the start hump and IR2 is awesome. I especially love the attention to detail with the descriptions of the entities an...
- Tue Jan 12, 2021 5:48 am
- Forum: Gameplay Help
- Topic: Plastic production coal-starved?? (solved)
- Replies: 5
- Views: 1928
Re: Plastic production coal-starved?? (solved)
Another option is to load the coal from the belt into a (limited) chest. Then every time the inserter swings to the chem plant, it will be a full handful. The inserter loading the chest will just keep working as required. Even in your limited space you can put the chest in the corner and have the in...
- Tue Jan 12, 2021 5:43 am
- Forum: Outdated/Not implemented
- Topic: Make spidertron power its equipment grid
- Replies: 5
- Views: 2079
Re: Make spidertron power its equipment grid
exoskeltons? thats a weird way to spell lasers and shields :mrgreen: for now though, there is this mod https://mods.factorio.com/mod/spidertron-extended does all you want and more Looks interesting. I'll probably use it if I'll do a modded playtrough. For now I'm only using quality of life mods in ...
- Fri Jan 08, 2021 8:05 am
- Forum: Releases
- Topic: Version 1.1.8
- Replies: 26
- Views: 23475
Re: Version 1.1.8
I've been reading these forums for too long when I get this joke with no further explanation...
- Thu Jan 07, 2021 6:34 am
- Forum: Not a bug
- Topic: [1.1.6] Spidertron assembly machine requester chest problem
- Replies: 10
- Views: 2522
Re: [1.1.6] Spidertron assembly machine requester chest problem
Keep in mind that the copy-paste option assigns enough materials to support 30 seconds of production. Spidertron takes 10 seconds base. Using a level 3 assembler (and/or speed modules) will speed this up, resulting in more materials. If you really want to be making 'trons that quickly :D you will ne...
- Mon Jan 04, 2021 6:05 am
- Forum: Balancing
- Topic: Make Nuclear Fuel Rods Harder :D !...
- Replies: 5
- Views: 2537
Re: Make Nuclear Fuel Rods Harder :D !...
*snip* I rly don't understand ppl who use Solars as main Source of energy :x... Soalrs were good but before Nuclear was added to game... Solars are just waste of time and waste of energy and resources So they are pretty fine xDDD *snip* When building really large bases, solar rules over nuclear whe...
- Mon Dec 21, 2020 7:59 am
- Forum: Outdated/Not implemented
- Topic: Complete Splitter Failure
- Replies: 13
- Views: 3315
Re: Complete Splitter Failure
I like this idea. Not that I've had a strong use case, but I've always wondered why we can't separate the output priority and the filter. I can completely understand what you want: force EVERYTHING through one side of the splitter, and ONLY if there's no space, filter out something on the non-priori...
- Thu Dec 17, 2020 5:49 am
- Forum: Ideas and Suggestions
- Topic: Would it be possible to make it harder to take off armor?
- Replies: 24
- Views: 5605
Re: Would it be possible to make it harder to take off armor?
While I agree with your premise that it is unusual to take armour off completely (as opposed from swapping loadouts), why don't you just "F" and pick it all up yourself once you've re-dressed yourself? I've never reloaded just because of an inventory vomit. Sure, I could. But the point is...
- Wed Dec 16, 2020 10:29 am
- Forum: Ideas and Suggestions
- Topic: Implement an early game drone that assists with deconstruction
- Replies: 10
- Views: 2529
Re: Implement an early game drone that assists with deconstruction
Yeah, another good one - I forgot about that.nosports wrote: ↑Tue Dec 15, 2020 8:57 ami like this mod : https://mods.factorio.com/mod/Construction_Drones
i feel its perfectly in style for early bots.....
- Wed Dec 16, 2020 10:28 am
- Forum: Questions, reviews and ratings
- Topic: New Game+ alternatives
- Replies: 2
- Views: 1322
- Wed Dec 16, 2020 10:24 am
- Forum: Ideas and Suggestions
- Topic: Would it be possible to make it harder to take off armor?
- Replies: 24
- Views: 5605
Re: Would it be possible to make it harder to take off armor?
*snip* Now you have to have your bots pick up everything, or just load your last save and hope it wasn't too long ago. *snip* While I agree with your premise that it is unusual to take armour off completely (as opposed from swapping loadouts), why don't you just "F" and pick it all up you...
- Tue Dec 15, 2020 8:51 am
- Forum: Ideas and Suggestions
- Topic: Implement an early game drone that assists with deconstruction
- Replies: 10
- Views: 2529
- Sun Dec 13, 2020 5:50 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 498974
Re: Simple Questions and Short Answers
It's also a feature in 1.1.5 where you can mark it on the map. Can you explain, what you mean by that? Sorry for my brief cryptic comment... In the same way you can turn pollution on an off (using the icons under the mini-map) you can also enable "Show assembler recipe" (or similar) in th...
- Sat Dec 12, 2020 8:58 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 498974
Re: Simple Questions and Short Answers
Quick question : Is there a mod or feature that allows you to FIND WHERE you are producing a certain item, on the map? I use logistic bots, and I didn't label everything, so, for example: It's impossible to find the one Assembling Machine that is producing Chemical Plants, when I have over 1k Assem...
- Wed Dec 09, 2020 7:32 am
- Forum: Not a bug
- Topic: [1.1.5] Unintended consequence of waypoints and train limits
- Replies: 7
- Views: 2632
Re: [1.1.5] Unintended consequence of waypoints and train limits
Do you really need waypoints anymore? The train limits make them unnecessary. If you have more trains than destination stations available (eg, deliberate product backlog) then having them go to a waypoint station in a holding yard/train stacker prevents them blocking a loading station or the main l...