Search found 79 matches
- Tue Aug 20, 2019 7:22 am
- Forum: Ideas and Suggestions
- Topic: Split power combinator
- Replies: 3
- Views: 842
Split power combinator
I am surprised that there's no way in this game to split the power into a specific amount I wish. For example, let's say I want to build far away from my near base another base only by producing a lot of power and I want to split/increase/decrease the amount of power output for each of my smaller ba...
- Tue Aug 20, 2019 7:18 am
- Forum: Not a bug
- Topic: [0.17.66] Infinite power for lamps
- Replies: 2
- Views: 1031
[0.17.66] Infinite power for lamps
Hello, I am not really sure if that's a bug or not but today I tested something very interesting using a creative mod then using just 1 solar panel, 1 constant combinator and lots lots of lamps connected and I wanted to see how many lamps can be turned on while the power satisfaction is low. Surpris...
- Tue Jul 16, 2019 7:44 am
- Forum: Releases
- Topic: Version 0.17.58
- Replies: 53
- Views: 29019
Re: Version 0.17.58
While other games on Early Access I do find some bugs, some of them very nasty that won't let you complete a task. To Factorio since 0.16 I never had any issue beside mod incompatibility or auto-updater error. Overall I'm really happy with it.
- Mon Jul 08, 2019 4:35 pm
- Forum: Off topic
- Topic: How old are the players of Factorio
- Replies: 62
- Views: 64017
Re: How old are the players of Factorio
27,
This game is suitable for all ages. I'd rather see people playing Factorio than Fortnite.
This game is suitable for all ages. I'd rather see people playing Factorio than Fortnite.
- Sat Jul 06, 2019 3:23 pm
- Forum: Angels Mods
- Topic: AB Mod, Clarifier research requirements
- Replies: 1
- Views: 1415
AB Mod, Clarifier research requirements
Hello, I have starting playing with Both Bobs and Angels mod for the first time and I noticed that the research tree needs some fixes. For example I can research the 'Water Treatment' without any other requiremets and its unlock both Hydro Plant and Clarifier. I can build the Hydro Plant without any...
- Wed Jul 03, 2019 1:57 pm
- Forum: Not a bug
- Topic: [0.17.53] Respawn on enemy base
- Replies: 1
- Views: 540
[0.17.53] Respawn on enemy base
Today I wanted to try a new game with specific settings that allows bitters to expand as fast as possible and in large number. Once I got killed by aliens I was respawned in the middle of their base as the video below: https://streamable.com/cvg2x I'm not sure if this is intended but should I respaw...
- Wed Jul 03, 2019 11:54 am
- Forum: Maps and Scenarios
- Topic: Map exchange strings
- Replies: 81
- Views: 210731
Re: Map exchange strings
Vanilla, no mods: https://i.imgur.com/g5hn0ck.jpg >>>eNpjYBBkMGVgYWBYvUrLfvWqVfYcLMn5iTkMDA32MMyVnF9Qk Fqkm1+UiizMmVxUmpKqm5+Jqjg1LzW3UjcpsRio+IADBDfYc2QW5 eehm8BaXJKfhypSUpSaWszAwOAAdIodSIS7tCgxL7M0F10vA2Po5 oCkhhY5BhD+X8+g8P8/CANZD4D6QRgMHBwYGIFiUMAikZyfV1KUn 6NbnFpSkpmXbpVYWmGVlJlYzGGgZ2wAAhrYVKQ...
- Mon Jul 01, 2019 5:57 pm
- Forum: Technical Help
- Topic: [0.17.52] Alt+Tab not working properly
- Replies: 2
- Views: 646
Re: [0.17.52] Alt+Tab not working properly
Very well,
I haven't seen that, this fixed the problem. Thanks Posila
I haven't seen that, this fixed the problem. Thanks Posila
- Sun Jun 30, 2019 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Increase .ico size for Factorio icon
- Replies: 2
- Views: 1567
Re: Increase .ico size for Factorio icon
Wow,
I didn't expect such a descriptive reply. Yeah I knew that I could do this by myself, it's not a big deal tho but It was good if devs decides to make this small improvement by default.
I didn't expect such a descriptive reply. Yeah I knew that I could do this by myself, it's not a big deal tho but It was good if devs decides to make this small improvement by default.
- Sat Jun 29, 2019 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Increase .ico size for Factorio icon
- Replies: 2
- Views: 1567
Increase .ico size for Factorio icon
I know this is probably the most useless suggestion but if we want every single detail of the game to be done right before the final release I'd suggest you to improve the icon of Factorio when viewed as large icon:
- Sat Jun 29, 2019 7:58 am
- Forum: Technical Help
- Topic: [0.17.52] Alt+Tab not working properly
- Replies: 2
- Views: 646
[0.17.52] Alt+Tab not working properly
Hello, I am not sure if this request could be reported as a Bug but I give a try. Every time I alt+tab the game it's pop-up my last active window and the game remains in the background without seeing the Desktop. If I use WIN+D Key, yes I see the desktop but that's not a great solution for me becaus...
- Sat Jun 29, 2019 7:46 am
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 4960
Re: Train depot
Creative Train Depot Attempt 4.zip Now to go further, maybe the way it function cost more CPU usage than what could be used with the new condition for train that is suggested, that would still be a reason in favor of the suggestion, or maybe you need to upload another save to explain to me why this...
- Thu Jun 27, 2019 4:37 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 4960
Re: Train depot
I've made a save to show the situation, I only used - CREATIVE MOD Test yourself by turning on/off Constant combinators near red lights. Bust most important is check fluid wagon path settings, as you see I have no ideea what to choose for Station 4 in order to prevent loop until one of Station 1b or...
- Thu Jun 27, 2019 3:42 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 4960
Re: Train depot
I had question when trying to reproduce the setup you decribed, how do you have your train 2 scheduled to choose from 1a or 2a ? 1A=>3=>2A=>3=>1A=>3 ect ? or 1A=>2A=>3=>1A=>2A=>3 ect ? and which condition ? And for the Train 1, what condition do you set for the station 1B and 2B ? when both station...
- Thu Jun 27, 2019 10:56 am
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 4960
Re: Train depot
I didn''t understood your setup then; Only train 1 get (H2SO4) in station 3 then goes to station 4 to wait a signal to unload (H2SO4)in station 1b or 2b. Then comes back to station 3 = > 4 => 1b or 2b => 3 => 4 ect Not sure what train 2 does in station 3 ? unload ? then goes to station 4 to wait ? ...
- Wed Jun 26, 2019 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 4960
Re: Train depot
What if you delete station 4 and let the trains await in station 3, as all the station on schedule will be disabled he will stop moving instead of going in a loop ? Whenever a station 1 or 2 opens , the trains will go there and come back to station 3 and waits. not sure i am understanding your setu...
- Wed Jun 26, 2019 1:38 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 4960
Train depot
Hello again, Yesterday while playing Factorio I got into a situation where I needed to create a train depot and I noticed that in the current situation is not possible to do so without wiring EVERYTHING between long distance stations which is not pretty nice. Situation: We have 2 trains; * Train 1: ...
- Wed Jun 26, 2019 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Remove health bar status for rocks
- Replies: 11
- Views: 2715
Remove health bar status for rocks
CODE: SELECT ALL TL;DR Remove health bar status for rocks What ? It might be quite useless this request but I feel that it needs to be tweaked because everytime I hit a rock or throw a grenade nearby I'll have a permanent rock health bar like on this screenshot: https://i.imgur.com/p4SUcT2.jpg My su...
- Sat Jun 22, 2019 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Unpowered Electric network with different color
- Replies: 4
- Views: 1177
Unpowered Electric network with different color
TL;DR Unpowered electric network to have a different color rather than having the same color all network What ? If I cut off the power as the image below, the electric network is shown blue, it would be more useful if the color of the unpowered network would be different to spot easy your network p...
- Sat Apr 27, 2019 1:43 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 27005
Re: Geothermal - A clean, but powerful power source all day long
Hi Reika Congratulation for this wonderful mod! However I noticed that the geothermal water exchanger needs 2,4 seconds to consume 8 geothermally heated water, 20 water and to produce 180 steam. In fact it takes much less than 2.4 seconds, more like 0.5 seconds? I am not sure if is intended or bug. ...