## Search found 127 matches

Wed Jul 03, 2019 1:48 pm
Forum: Technical Help
Topic: Adding to Armor
Replies: 2
Views: 176

### Re: Adding to Armor

Your issue was likely Fixed on Jun24 if these describe your situation:
72452
viewtopic.php?f=47&t=72453&p=438545&hil ... or#p438545
Thu Jun 27, 2019 1:53 pm
Forum: Ideas and Suggestions
Topic: Train depot
Replies: 19
Views: 1109

### Re: Train depot

I guess I am just not using the game to its full potential .... I have a three car uranium train ... the middle car is a fluid wagon for the Sulphuric acid and is loaded at the uranium ore drop off station .... simples! I do this as well, but Loco<Fluid(h2so4)<Cargo(U)<Cargo(U)<Cargo(U). It seemed ...
Tue Jun 25, 2019 8:25 pm
Forum: General discussion
Topic: Train cornering speed limit - variable radius corners
Replies: 41
Views: 2942

### Re: Train cornering speed limit - variable radius corners

Wider curves would be nice for aesthetics, but I think simple addition of couple of still unrealistically small radiuses would not give enough bang for the buck for devs or players. I'll disagree with this point. I would gladly let a train slow to a crawl to maneuver sharply (but not unrealisticall...
Tue Jun 25, 2019 7:28 pm
Forum: Gameplay Help
Topic: Logic gate / electricity
Replies: 3
Views: 407

### Re: Logic gate / electricity

Hi!

The wiki has a tutorial for that specific question: "Backup steam power"

https://wiki.factorio.com/Tutorial:Circ ... k_cookbook
Thu Jun 20, 2019 9:04 pm
Forum: General discussion
Topic: Train cornering speed limit - variable radius corners
Replies: 41
Views: 2942

### Re: Train cornering speed limit - variable radius corners

The question is how much complexity and granularity needs to be built into Vanilla given the style and power of tools the Factorio team presents to the user. Currently by fuel alone the trains have progressions of increasing top speed, accel, and effective wagon count (1,1,4,14,14) at top speed. htt...
Thu Jun 20, 2019 3:45 pm
Forum: Not a bug
Topic: [0.17.50]. Link train cars for logstics
Replies: 4
Views: 274

### Re: [0.17.50]. Link train cars for logstics

I'm not a developer, but I'm guessing because it's not a bug in vanilla (unmodded).

Here's the Bobsmods forum for reporting bugs regarding their mod:
viewforum.php?f=51
Thu Jun 20, 2019 3:38 pm
Forum: Ideas and Suggestions
Topic: Please make factorio consistent [Blueprints]
Replies: 16
Views: 766

### Re: Please make factorio consistent [Blueprints]

Bp library for the save itself In multiplayer games I join there is a public blueprint section to the left of the personal BP library. How about if instead of opening single player mode you instead hosted/started your save as a multiplayer game (could be private, don't need to publish), then copy o...
Thu Jun 20, 2019 2:26 pm
Forum: Balancing
Topic: Biter AI pathing makes game too easy.
Replies: 21
Views: 1550

### Re: Biter AI pathing makes game too easy.

SirSmuggler wrote:
Thu Jun 20, 2019 6:10 am
- They form large "attack squads" and send them of toward my base.
I've used "show-target" and "show-paths" to see what they get angry about and leave their camp to seek out. (Often an assembler or turbine)

https://wiki.factorio.com/Debug_mode
Thu Jun 20, 2019 1:54 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 2365

### Re: [Poll] 0.17 Quickbar

"load" quickbar layouts Agreed. I was very disappointed when I started the second game and saw that the quickbar was not populated with the previous games assignments. The pinned quickbar how-to shows how to do it with a few different mods: https://forums.factorio.com/viewtopic.php?f=18&t=65929
Wed Jun 19, 2019 8:51 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 2365

### Re: [Poll] 0.17 Quickbar

+ 1 for a wider quickbar for a better fit to wide screens Also a section for last used and last crafted items would be nice. Voted usable ;) Hmm, a shortcut button/hotkey for "last used blueprint" would be nice in the area next to the quickbar, particularly since they don't show up in the CTRL+C/V ...
Wed Jun 19, 2019 8:48 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 2365

### Re: [Poll] 0.17 Quickbar

I love the new bar. I set it to 4x deep (easy to use with the new default screen resolution ~0.17). Personally I don't use more than the four so it is enough for me, with the most frequent on the top bar. You can grab stacks of items directly from the bar if you wish. When robot Logistics is researc...
Wed Jun 19, 2019 8:10 pm
Forum: Balancing
Topic: Biter AI pathing makes game too easy.
Replies: 21
Views: 1550

### Re: Biter AI pathing makes game too easy.

Note there are a couple of biter attack-related items in the "fixed in next release" folder:

viewforum.php?f=30

viewtopic.php?f=30&t=72036

viewtopic.php?f=30&t=72056
Wed Jun 19, 2019 7:43 pm
Forum: Ideas and Suggestions
Topic: Please make factorio consistent [Blueprints]
Replies: 16
Views: 766

### Re: Please make factorio consistent [Blueprints]

- I was use to play with game about some roller coasters/city/hospital, and the way blueprints/prebuilds are managed are a bit more intuitive, the fact to have it as item is a bit wierd for me. It's not a physic material, it's an intell, an idea, and a idea take the same space as 100 iron plates?? ...
Wed Jun 19, 2019 6:58 pm
Forum: Railway Setups
Topic: Rail Bridges experiments
Replies: 7
Views: 1430

### Re: Rail Bridges experiments

I see better now, i knew train were drawn above the tunnel even if they go under but if you have only 1 train, it just hide the tunnel as if there was a regular crossing and it doesn't pop out to the eye, only if you happen to have train at the same time above and under the tunnel does this happen,...
Wed Jun 19, 2019 5:45 pm
Forum: Ideas and Suggestions
Topic: Please make factorio consistent [Blueprints]
Replies: 16
Views: 766

### Re: Please make factorio consistent [Blueprints]

I think I follow -- you want each combination of mods to have a different blueprint library. I fear since there is a near infinite combination of mods a Factorio player can have enabled at any time (not to mention by version#) this would not be practical. Perhaps you can use Blueprint Books to keep ...
Mon Jun 17, 2019 7:27 pm
Forum: Not a bug
Topic: 17.49 can't disabled quick acces inventory filter
Replies: 2
Views: 182

### Re: 17.49 can't disabled quick acces inventory filter

Bravd wrote:
Sun Jun 16, 2019 10:07 pm
...doesn't like ... in 0.16.
Stickied tutorial on the 0.17 quickbar:

viewtopic.php?f=18&t=65929
Mon Jun 17, 2019 6:03 pm
Forum: Technical Help
Topic: [.17.49] location of the achievement file
Replies: 2
Views: 298

### Re: [.17.49] location of the achievement file

According to this https://forums.factorio.com/viewtopic.php?f=23&t=67924&p=413692&hilit=achievements+file#p413692 This user found them stored here under his install folder and steamuserid# : E:\Games\Steam\userdata\58384161\427520\remote\achievements.dat E:\Games\Steam\userdata\58384161\427520\remot...
Thu Jun 13, 2019 7:54 pm
Forum: Ideas and Suggestions
Topic: [0.13] Display Turret Range
Replies: 12
Views: 1369

### Re: [0.13] Display Turret Range

Thank you for implementing this. It was implemented? I can't find it anywhere. Only one mod though : https://forums.factorio.com/viewtopic.php?t=14783 but is there anything more recent? (map mode doesn't count) There is this off-hand remark in 0.17.00: https://wiki.factorio.com/Version_history/0.17...
Thu Jun 13, 2019 6:55 pm
Forum: Energy Production
Topic: Compact 4.8 GW Nuclear Reactor
Replies: 24
Views: 22424

### Re: Compact 4.8 GW Nuclear Reactor

I finally found enough time to create a new version of the reactor. As usual, feedback is most welcome. Have fun! A suggestion for the next print version: please include landfill tiles under so we can paste it as a new island exact size as intended with the dozens of pipes at the sides... (or over ...
Wed Jun 12, 2019 4:46 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Allow enabling/disabling artillery turrets with circuit network
Replies: 5
Views: 342

### Re: Suggestion: Allow enabling/disabling artillery turrets with circuit network

tl;dr - It'd be nice if I could turn the firing of artillery turrets on and off based on circuit conditions. Just basic on/off controls would seem awesome. Can the circuit network count how many shells are in the artillery piece? if so you could set a condition to enable the loading inserter only i...