Search found 253 matches
- 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: 1480
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: 3210
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: 3652
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: 1337
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: 1221
- Sun Feb 21, 2021 4:18 am
- Forum: Gameplay Help
- Topic: Launch counter
- Replies: 3
- Views: 1716
- Thu Feb 18, 2021 4:36 am
- Forum: Outdated/Not implemented
- Topic: Split Belt
- Replies: 11
- Views: 3942
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: 1882
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: 25135
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: 2828
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: 3175
- Mon Feb 08, 2021 8:32 am
- Forum: Gameplay Help
- Topic: Small Power Poles in Smelting Array not connecting
- Replies: 9
- Views: 3175
- 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: 3566
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: 2429
- Sat Jan 23, 2021 9:46 am
- Forum: Releases
- Topic: Version 1.1.14
- Replies: 14
- Views: 15069
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: 2620
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: 5577
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: 54594
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: 2269
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: 2576
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 ...