Search found 1120 matches
- Thu Nov 05, 2020 6:06 am
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 25204
Re: Free cables/wires (Poles contain all) ☸
This seems pretty universally liked.
- Thu Nov 05, 2020 6:02 am
- Forum: Ideas and Requests For Mods
- Topic: (Joke) Bad Mod Ideas
- Replies: 9
- Views: 3039
- Thu Nov 05, 2020 12:18 am
- Forum: Won't fix.
- Topic: [kovarex][1.0.0] Drag placing from the map view skips entities.
- Replies: 4
- Views: 1240
Re: [kovarex][1.0.0] Drag placing from the map view skips entities.
Here is a video demonstrating the issue (ghost building from the map included):
- Thu Nov 05, 2020 12:02 am
- Forum: Ideas and Suggestions
- Topic: Option to Lock Power Poles Against Auto-connection
- Replies: 17
- Views: 4898
Re: Option to Lock Power Poles Against Auto-connection
this sounds like it might be useful.
- Wed Nov 04, 2020 10:58 pm
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 25204
Re: Free cables/wires (Poles contain all)
That was a good explanation: a tool like the axes. That would make wires/cable nearly free. Much cheaper than now, but you need eventually to research it, and you need to craft it. Both takes some time, which I see as questionable, cause where is the "game" in doing that? I won't say this...
- Wed Nov 04, 2020 5:54 pm
- Forum: Gameplay Help
- Topic: stack inserters
- Replies: 7
- Views: 2154
Re: stack inserters
yeah .... tried removing all the mods and but its still missing .... ah well its either start again or play on without um !! If the mod prevented you from unlocking stack inserters, removing the mod won’t fix it. You could type /c game.player.force.technologies['stack-inserter'].researched=false; g...
- Wed Nov 04, 2020 3:41 pm
- Forum: Gameplay Help
- Topic: stack inserters
- Replies: 7
- Views: 2154
Re: stack inserters
May we see the logistics tab on the crafting menu?
- Wed Nov 04, 2020 3:36 pm
- Forum: General discussion
- Topic: Alt-F4 #11 - Scientific Curiosities
- Replies: 11
- Views: 4918
Re: Alt-F4 #11 - Scientific Curiosities
But that doesn’t explain, how it works, that a train can do a 45 degree turn with 300 km/h. Or how I can put a locomotive into my pockets, but the loco needs wagons to transport locos. How can a light on ground light an area of 30 meters in diameter? How can I push 10 Gigawatts of electric power th...
- Wed Nov 04, 2020 3:24 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 101608
Re: Beautiful Sushi Belts
Even more! https://i.imgur.com/PxgR07V.png 0eNq1WO1uozAQfBf/hgqDP4BXOVUVIU5iHRhkzLVRlHcvNLoUJTjdhfQXAsHMMuNd7/pENlWvWquNI/mJ6LIxHcn/nEin96aoxmfu2CqSE+1UTQJiinq8Ux+tVV0XOluYrm2sCzeqcuQcEG226oPk9ByAQbq20s4pO/k8Pr8GRBmnnVaXgL5ujm+mrzfDmzm9otyEEJC26YbPGjPyjpGIFx6QI8lDmkYvfODYaqvKyxtsDPMGOoZDywfQYgY6gUO...
- Wed Nov 04, 2020 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Different colors on different electric networks
- Replies: 24
- Views: 5365
Re: Different colors on different electric networks
That is kind of harsh.
All he did was make a mistake: you didn’t even explain what the mistake was.
- Wed Nov 04, 2020 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Different colors on different electric networks
- Replies: 24
- Views: 5365
Re: Different colors on different electric networks
This actually does not work for electric networks because they can intersect one another without connecting.Yoyobuae wrote: ↑Wed Nov 04, 2020 2:57 pmOnly five colors would work fine:
https://en.wikipedia.org/wiki/Five_color_theorem
- Wed Nov 04, 2020 3:13 pm
- Forum: Implemented Suggestions
- Topic: Better MOD list admin help when loading saved games
- Replies: 11
- Views: 2692
Re: Better MOD list admin help when loading saved games
But the "Continue" button does not pop up that warning screen. I think that it should. I think that all game loads/starts should pop up that mod-sync-warning message before continuing when there is a mismatch in the mod list. I think this would be a great feature for the 1.1 release. They...
- Wed Nov 04, 2020 3:46 am
- Forum: Implemented Suggestions
- Topic: Better MOD list admin help when loading saved games
- Replies: 11
- Views: 2692
Re: Better MOD list admin help when loading saved games
Yes: it will tell you which are enabled and not enabled, whether or not they should be, and let you configure them. Why don’t you look at it for yourself?
- Tue Nov 03, 2020 11:27 pm
- Forum: Ideas and Requests For Mods
- Topic: (Joke) Bad Mod Ideas
- Replies: 9
- Views: 3039
Re: (Joke) Bad Mod Ideas
#3 a mod that randomly makes factorio noises while in the background so you get sidetracked while trying to work.
#4 a mod that plays cat noises and moves a little dot around on your screen so that your cat comes and jumps on your keyboard.
#4 a mod that plays cat noises and moves a little dot around on your screen so that your cat comes and jumps on your keyboard.
- Tue Nov 03, 2020 11:26 pm
- Forum: Railway Setups
- Topic: Water Supply
- Replies: 6
- Views: 4291
- Tue Nov 03, 2020 10:43 pm
- Forum: Implemented Suggestions
- Topic: Better MOD list admin help when loading saved games
- Replies: 11
- Views: 2692
Re: Better MOD list admin help when loading saved games
What you can do is create a dummy mod with all the other mods you want as dependencies. You can also create a save with all the mods you want and use the sync mods with save button in the top right.
- Tue Nov 03, 2020 9:58 pm
- Forum: Won't fix.
- Topic: [kovarex][1.0.0] Drag placing from the map view skips entities.
- Replies: 4
- Views: 1240
[kovarex][1.0.0] Drag placing from the map view skips entities.
If one takes a small blueprint or ghost (1~2 tiles wide) and tries to drag place the blueprint while moving, the ghosts are only placed once every 2-10 tiles, rather than every tile.
I suspect that this is because the player moves more than one tile/tick while in map view.
I suspect that this is because the player moves more than one tile/tick while in map view.
- Tue Nov 03, 2020 9:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Spidertron does not walk in a straight line.
- Replies: 1
- Views: 384
[1.0.0] Spidertron does not walk in a straight line.
When building a line of belts, the easiest way to make a straight line is to walk while placing belts. However, if one rides in a spidertron and tries to place belts this way without being careful to center his cursor, the wobbly way that the spidertron walks can result in belts sometimes being shif...
- Tue Nov 03, 2020 9:41 pm
- Forum: Ideas and Suggestions
- Topic: Option to build ghost automatically if out of reach.
- Replies: 10
- Views: 2172
Re: Option to build ghost automatically if out of reach.
Sounds very interesting: I’ll have to try that.
- Tue Nov 03, 2020 9:29 pm
- Forum: General discussion
- Topic: Font?
- Replies: 10
- Views: 13912
Re: Font?
I love how it was a math help site before the game came out. (Sorry for reviving such an old thread)