Search found 1120 matches
- Tue Sep 14, 2021 11:10 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 33620
Re: What are the most impractical items in Factorio?
I tried doing a "no nuclear power" run. Even with 6k solar panels and ~5k inserters, I still had power outages when everything was running. Four factories for both of panels & accumulators couldn't keep up with demand. Solar/battery is pretty impractical and completely obsoleted by nu...
- Tue Sep 14, 2021 11:03 pm
- Forum: Ideas and Suggestions
- Topic: Option to limit what trains can arrive at a train stop
- Replies: 10
- Views: 2184
Re: Option to limit what trains can arrive at a train stop
Just give the stations different names & put different trains on different schedules It does not need to be ‘mutilated;’ just put the train configuration at the end: ‘Iron-ore 1-4’ or ‘Iron-ore 1-2-1 T1.’ In my opinion, changing the name is not only equivalent but better: it makes it easy to se...
- Mon Sep 13, 2021 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Option to limit what trains can arrive at a train stop
- Replies: 10
- Views: 2184
Re: Option to limit what trains can arrive at a train stop
Just give the stations different names & put different trains on different schedules It does not need to be ‘mutilated;’ just put the train configuration at the end: ‘Iron-ore 1-4’ or ‘Iron-ore 1-2-1 T1.’ In my opinion, changing the name is not only equivalent but better: it makes it easy to see...
- Sat Sep 11, 2021 7:18 pm
- Forum: Gameplay Help
- Topic: Radar/zoomed map night vision?
- Replies: 6
- Views: 2666
- Sat Sep 11, 2021 7:11 pm
- Forum: Gameplay Help
- Topic: how to debug factory designs?
- Replies: 10
- Views: 4353
Re: how to debug factory designs?
Go to the force tab of the editor menu (looks like a flag.)
Make sure the player force is selected & click “Edit other properties.”
Search with control-F for ‘mining-drill-productivity-bonus’ & set a multiplier value.
- Sat Sep 11, 2021 3:15 am
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 13670
Re: Add arrows to "Block display" for rails when holding signals
In my opinion it also just looks much nicer.
- Fri Sep 10, 2021 6:11 am
- Forum: Modding interface requests
- Topic: Allow energy_source = "void" for cars, trains and personal equipments
- Replies: 5
- Views: 1499
Re: Allow energy_source = "void" for cars, trains and personal equipments
I would also like to request this.
Although the personal fusion reactor already produces power for free, I would like to specify a specific equipment to receive energy rather than any equipment in the grid.
Although the personal fusion reactor already produces power for free, I would like to specify a specific equipment to receive energy rather than any equipment in the grid.
- Fri Sep 10, 2021 3:36 am
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 15209
- Wed Sep 08, 2021 11:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][0.18.31] Incorrectly sized train view dialog on 1920x1920 display
- Replies: 4
- Views: 4182
- Wed Sep 08, 2021 11:13 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 15209
- Wed Sep 08, 2021 10:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)
- Replies: 8
- Views: 4829
Re: [Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)
Thank you! This was very annoying for resetting combinator memory in editor mode.Tobias1595 wrote: ↑Wed Sep 08, 2021 2:26 pmThanks for the report. The issue has been fixed for 1.1.40.
It looks like you might have forgotten to move this from Assigned to Fixed for the next release.
- Wed Sep 08, 2021 1:29 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 15209
Re: Can we please make constructions bots avoid fire?
Maybe this could be a roboport setting. You configure the roboport weather bots should return for repairs or not and when a bot leaves a roboport it remembers that setting and acts accordingly. That sounds like a ‘we really want to not change the bot pathfinder; any small seeming change will drasti...
- Fri Sep 03, 2021 8:23 pm
- Forum: Ideas and Suggestions
- Topic: Atomic bomb effects to make biter eradication more interesting
- Replies: 3
- Views: 1074
- Thu Sep 02, 2021 11:50 pm
- Forum: Ideas and Suggestions
- Topic: burner inserter empty its own burnt_result slot
- Replies: 4
- Views: 1046
Re: burner inserter empty its own burnt_result slot
Can anybody translate this into a “readable” article ? :) The central idea is that the burner inserter should take burned fuel from the burned fuel result inventory & move it to whatever the inserter is outputting to. There is a similar behavior with burner inserters fueling themselves from the...
- Tue Aug 31, 2021 11:06 pm
- Forum: Ideas and Suggestions
- Topic: Improve wording on signals in Rail Signals Basics tutorial
- Replies: 2
- Views: 915
Re: Improve wording on signals in Rail Signals Basics tutorial
+1 The false information on the yellow signal I would even consider a bug.
- Tue Aug 31, 2021 11:01 pm
- Forum: Gameplay Help
- Topic: What am I doing wrong?
- Replies: 5
- Views: 1871
- Mon Aug 30, 2021 4:44 am
- Forum: Ideas and Suggestions
- Topic: In-game changelog viewer order / Changelog should default to installed version + 1
- Replies: 15
- Views: 3492
Re: Mod Interface: Changelog should default to installed version + 1
+1 for either the original suggestion or ssilk’s suggestion.
- Mon Aug 30, 2021 4:35 am
- Forum: Wiki Talk
- Topic: Stronger explosives in the wiki seems off
- Replies: 4
- Views: 2268
Re: Stronger explosives in the wiki seems off
Here is where it gets stranger. There is no Level 7 available to be selected from the tree … Level 7 is nowhere to be found. It seems strange that the icon includes 7-[infinity], but the actual level that is displayed is 8 as the first infinite science for this branch. Typing /cheat would have rese...
- Fri Aug 27, 2021 2:09 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.38] Train fuel can be accessed from across the entire map
- Replies: 4
- Views: 4097
Re: [1.1.38] Train fuel can be accessed from across the entire map
Please post the log/save.
If you ever had a long reach mod installed, uninstalling it would not revert the reach; that is my guess as to what happened.
If you ever had a long reach mod installed, uninstalling it would not revert the reach; that is my guess as to what happened.
- Wed Aug 25, 2021 2:24 pm
- Forum: Gameplay Help
- Topic: Belt Counting - Puzzle
- Replies: 3
- Views: 1227
Re: Belt Counting - Puzzle
Question : How do I set up the combinators to tell me that nothing has travel on the belt? Background : I need to to 1 action if I have not produced any item and as soon as 1 or more items has been produced - do a separate action. I would read from the belt as a pulse to a decider combinator. Wire ...