Have a look at the Manual Thread made (in very high quality, like the mod, big THX again!) by Optera:
viewtopic.php?f=214&t=51072
There you find all information needed. For a quick reference in easy to learn, watch the videos linked there.
Search found 42 matches
- Fri Jan 03, 2020 8:29 am
- Forum: Logistic Train Network
- Topic: Newb Question
- Replies: 2
- Views: 989
- Fri Dec 20, 2019 8:57 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 268576
Re: [MOD 0.17] Industrial Revolution
They need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.QWERTY128BITS wrote: βFri Dec 20, 2019 1:48 amI try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?
- Tue Dec 03, 2019 8:50 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 268576
- Thu Nov 14, 2019 10:33 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 268576
Re: [MOD 0.17] Industrial Revolution
That means electrical trains will be inferior to normal trains by a lot once you get rocket fuel / nuclear fuel. But in between driving trains on solar alone is a bonus. There should be a nuclear battery that you can reprocess instead of charge or electric trains could simply accept nuclear fuel ce...
- Wed Oct 16, 2019 7:58 am
- Forum: General discussion
- Topic: Criticism: Belt Immunity Equipment
- Replies: 38
- Views: 8346
Re: Criticism: Belt Immunity Equipment
What is nice about the 1x1 size? The solar panel next to it? It doesn't "align" with the other components available, at all. Having small components other than Solar panels creates a group of "small equipment" items to equip and prevents players from looking down at solar panels...
- Wed Oct 16, 2019 7:50 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 268576
Re: [MOD 0.17] Industrial Revolution
Another "my Impression so far" Post to provide some feedback: Settings: - Normal world - Biters tuned down about half each setting - Alot of forest in the starting area - No "big mods", only qol and logistic mods (like LTN) - About 110 hours in - Screenshot will follow when i am ...
- Mon Oct 14, 2019 12:58 pm
- Forum: Gameplay Help
- Topic: How to insert icons in station names without crystal ball?
- Replies: 8
- Views: 21838
- Mon Oct 14, 2019 12:48 pm
- Forum: General discussion
- Topic: Criticism: Belt Immunity Equipment
- Replies: 38
- Views: 8346
Re: Criticism: Belt Immunity Equipment
It's crazy expensive to run for what it is. Indeed. Costs would be much more reasonable it the power is only consumed when you stand on belts, though. Also, its nice that the size is 1x1, sadly there are next to no other Items to equip with a 1x1 size. Changes in both directions could help to impro...
- Thu Oct 10, 2019 7:53 am
- Forum: Releases
- Topic: Version 0.17.69 - Stable 1
- Replies: 45
- Views: 28062
- Tue Oct 08, 2019 2:25 pm
- Forum: Gameplay Help
- Topic: Drill pollution
- Replies: 27
- Views: 4821
Re: Drill pollution
eradicator wrote: βSun Oct 06, 2019 11:29 amPollution is energy consumption based. Use efficency modules.

I did not know that, even with 500+ hours in factorio. Is that documented somewhere? How could i miss this information. I guess energy consuption == pollution is not communicated well...
- Tue Sep 24, 2019 7:46 am
- Forum: Gameplay Help
- Topic: How to use Rich text properly
- Replies: 11
- Views: 6643
Re: How to use Rich text properly
This is very helpful, thx.DerGraue wrote: βMon Sep 23, 2019 10:54 amIf you enable the "show debug info in tooltip" option in the debug menu (F4) then you see the real entity name.
I have set this up in my debug settings so I can just use F5 to quickly enable and disable the enhanced tooltip if I need to know the exact name.
- Mon Sep 23, 2019 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Drag Item into Train Station Name for Tag
- Replies: 4
- Views: 1095
Re: Drag Item into Train Station Name for Tag
The two standard implementations would be "pop up a dialog or something to select it from", and "type ':', then fuzzy matching on the names." Given the former is how Factorio does so much of this stuff, a button to insert the signal tag with a pop-up dialog akin to the combinato...
- Mon Sep 23, 2019 10:35 am
- Forum: Gameplay Help
- Topic: How to use Rich text properly
- Replies: 11
- Views: 6643
Re: How to use Rich text properly
You can link the recipe by shift-clicking the crafting button, which I find quite useful just to remember what I am working on and what ingredients it takes (it shows the tooltips). Yes, it is not a perfect solution, but people tend to miss it completely, so I like to make sure that it is known. I ...
- Mon Sep 23, 2019 9:53 am
- Forum: Gameplay Help
- Topic: How to use Rich text properly
- Replies: 11
- Views: 6643
Re: How to use Rich text properly
will look into that, thxOptera wrote: βMon Sep 23, 2019 7:33 amLooking up internal names for rich text is a pain, especially when using any locale other than English. This part certainly could be made a lot more user friendly.
Try Luzifers Rich Text Helper https://mods.factorio.com/mod/Rich_Text_Helper
- Mon Sep 23, 2019 9:51 am
- Forum: Gameplay Help
- Topic: How to use Rich text properly
- Replies: 11
- Views: 6643
Re: How to use Rich text properly
Just shift click whatever you want the tag of when you have the console open and then copy pasta the resulting text from the console. YES!..... No. Not very helpful. FNEI sadly does not produce linkable results, and there are many examples you cannot shift click an item (e.g. you want to link a flu...
- Mon Sep 23, 2019 7:28 am
- Forum: Gameplay Help
- Topic: How to use Rich text properly
- Replies: 11
- Views: 6643
How to use Rich text properly
Hello guys. Got a Question about best practice of using ingame rich text. Setting: I want to flg all ingame train stations with a leading Icon corresponding to the stations contend. So, i use a tag like [item=iron-ore]. So far, so good. Also i know the corresponding wiki pages: https://wiki.factorio...
- Tue Sep 17, 2019 7:59 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 562
- Views: 231772
Re: Thank you (Make the dev-team happy today!)
+1
Amazing game, already sunk 500+ hours into it.
Amazing game, already sunk 500+ hours into it.
- Tue Sep 17, 2019 7:58 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 268576
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
... And otherwise I totally agree, in 20hours + of playing this mod I have not disassembled once even... Well, i did. Its cool to be able to recycle stuff, that gives you a good feeling not to waste. But it turns yout a lot of stuff you get from the disassembler you cnanot put to use anymore. Coppe...
- Wed Sep 11, 2019 11:36 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 268576
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
In Satisfactory things aren't so clear. Tractors are made from modular frames, beacons and rotors (one half of an eletric engine). I have no clue how one would make something drive-able from these components. They are only here to check of the player can craft / has automated those components. Late...
- Wed Sep 11, 2019 11:19 am
- Forum: Technical Help
- Topic: How to publish "Startup" Mod settings
- Replies: 9
- Views: 1746
Re: How to publish "Startup" Mod settings
Ah, okay, thats what i expected to happen.eradicator wrote: βWed Sep 11, 2019 9:54 amNormally the sever should just ask your friend if he wants to synchronize the settings with the server.