Search found 133 matches
- Wed Jul 13, 2016 1:24 pm
- Forum: Ideas and Suggestions
- Topic: Merge requester chest settings on blueprint placement
- Replies: 4
- Views: 2321
Merge requester chest settings on blueprint placement
For example, there is a requester chest set to 50 x stone and 30 x iron gear wheel. I place a blueprint of another over it which had been set to 50 x iron gear wheel and 60 x electronic circuit. The requester chest's setting has now been changed to 50 x stone, 50 x iron gear wheel and 60 x electroni...
- Sun Nov 01, 2015 3:22 pm
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 39977
Re: Friday Facts #110 - Tech art finished
6th on the same row. I guess it'll be a 0.13 thing.oLaudix wrote: First one in the one before last row and?
- Sun Nov 01, 2015 2:40 pm
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 39977
Re: Friday Facts #110 - Tech art finished
I agree.MushroomDynamo wrote:it'll be hard to appreciate these gorgeous pictures ingame if I need a small telescope to make them out
Also, I spy two "rocket defense" icons.
- Thu Sep 17, 2015 7:19 pm
- Forum: General discussion
- Topic: Factorio site QR code
- Replies: 1
- Views: 4831
- Wed Sep 16, 2015 8:17 pm
- Forum: Duplicates
- Topic: [0.12.7] Logistics network cutoff on right side
- Replies: 1
- Views: 2989
[0.12.7] Logistics network cutoff on right side
In the bottom right corner of the attached screenshot, the logistics icons are partially off screen.
System Info: https://db.tt/WIStRzPi
System Info: https://db.tt/WIStRzPi
- Sun Sep 06, 2015 1:38 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 178105
Re: [0.12.x] RSO Discussion thread
Starting area not suppose to affect anything?
- Sun Jul 19, 2015 10:50 pm
- Forum: Pending
- Topic: [0.12.0]Player faster on belt + path than just belt
- Replies: 1
- Views: 3482
[0.12.0]Player faster on belt + path than just belt
Before we had paths, you could always run faster along a belt. Placing belts on a path, like stone path, adds the walking speed bonus and so you can go even faster.
This does not make sense to me as you are on the belt, not the path.
This does not make sense to me as you are on the belt, not the path.
- Fri Apr 10, 2015 3:48 pm
- Forum: News
- Topic: Friday Facts #81 - Chain signals
- Replies: 43
- Views: 42387
Re: Friday Facts #81 Chain signals
So the only difference is that these chain signals will chain only to the exit the train wants whereas openTTD's pre-signals let the train go through the first available green exit?
- Mon Apr 06, 2015 6:30 pm
- Forum: Off topic
- Topic: 'The Writer' Automaton
- Replies: 2
- Views: 5893
'The Writer' Automaton
A 240 year old doll that can write, a clockwork creation by Pierre Jaquet-Droz, a Swiss watchmaker. The doll is able to write any custom text up to 40 letters long, and it uses a goose feather to write, which he inks from time to time, including a shake of the wrist to prevent ink from spilling. Hi...
- Fri Feb 20, 2015 5:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16][win64] Freeze on crtl-click battery
- Replies: 3
- Views: 2952
[0.11.16][win64] Freeze on crtl-click battery
The game freezes if you crtl-click (inventory transfer) on a battery that has charge in your armour display.
Example saves attached.
Example saves attached.
- Thu Feb 12, 2015 4:11 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 188442
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
OK, thanks.AnodeCathode wrote: This means you do need to set the vanilla worldgen settings to 'none'.
Does this look normal to you, then?
- Wed Feb 11, 2015 2:49 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 188442
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
0.11.15
No other mods.
I downloaded https://github.com/AnodeCathode/Resourc ... cial.1.0.6
Did not touch any world gen settings.
Pretty sure it's not suppose to look like this.
No other mods.
I downloaded https://github.com/AnodeCathode/Resourc ... cial.1.0.6
Did not touch any world gen settings.
Pretty sure it's not suppose to look like this.
- Sat Feb 07, 2015 7:43 pm
- Forum: General discussion
- Topic: Game stops for autosave - thoughts?
- Replies: 33
- Views: 13756
Re: Game stops for autosave - thoughts?
I don't have a problem with it. Just that I wish it would decide when to save based on what's happening.
- Sat Feb 07, 2015 6:34 pm
- Forum: News
- Topic: Friday Facts #72 - Back to the cold
- Replies: 17
- Views: 23997
Re: Friday Facts #72 Back to the cold
What is the book?
- Fri Jan 30, 2015 9:21 pm
- Forum: News
- Topic: Friday Facts #71 - To the stars
- Replies: 61
- Views: 44225
Re: Friday Facts #71 To the stars
Wow, guys. I've never been more excited at this game.
Is showing less lines between the roboports still in the works? I remember you talking about it. So that stuff like this doesn't happen: https://forums.factorio.com/forum/vie ... =40#p60051
Is showing less lines between the roboports still in the works? I remember you talking about it. So that stuff like this doesn't happen: https://forums.factorio.com/forum/vie ... =40#p60051
- Wed Jan 21, 2015 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Mass insert/removal of modules
- Replies: 6
- Views: 7140
Mass insert/removal of modules
Introduction My suggestion builds on the concept of ghosts already in the game. This is the main idea: just like buildings can be placed as ghosts, so may modules. Construction bots attempt to replace ghost modules with the real thing, they are capable of inserting modules. Here are some examples o...
- Tue Dec 30, 2014 10:23 pm
- Forum: Implemented Suggestions
- Topic: NO MORE TREES
- Replies: 8
- Views: 2508
Re: NO MORE TREES
I would like the option of setting the thickness of the forests.
- Tue Dec 30, 2014 12:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] "Green coral" is not affected by poison
- Replies: 1
- Views: 692
[0.11.8] "Green coral" is not affected by poison
I have a suspicion that Green coral was meant to be non-collideble like its smaller variants, hence this oversight. But if it is to remain collideble, please make it affected by poison. It's a pain in some regions.
- Fri Dec 26, 2014 9:40 pm
- Forum: Gameplay Help
- Topic: Relocating Robots
- Replies: 3
- Views: 1920
Re: Relocating Robots
A trick I use to relocate construction bots is to place something numerous and cheap close to a port, like wooden chests, set personal logistics to request that and then mark them for deconstruction. The bots will dock with the port right there after they're done, ready for you to grab them. As for ...
- Fri Dec 26, 2014 9:45 am
- Forum: General discussion
- Topic: That moment when,
- Replies: 69
- Views: 37256
Re: That moment when,
You are blinded by your robotic network. FPS also goes down quite a bit.