Search found 1120 matches

by NotRexButCaesar
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.
by NotRexButCaesar
Thu Nov 05, 2020 6:02 am
Forum: Ideas and Requests For Mods
Topic: (Joke) Bad Mod Ideas
Replies: 9
Views: 3039

Re: (Joke) Bad Mod Ideas

ptx0 wrote:
Thu Nov 05, 2020 5:34 am
a mod that steals your bank account information and browsing history
Mods can't do that. It is literally impossible for a mod to read data from outside factorio.
by NotRexButCaesar
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):
by NotRexButCaesar
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.
by NotRexButCaesar
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...
by NotRexButCaesar
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...
by NotRexButCaesar
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?
by NotRexButCaesar
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...
by NotRexButCaesar
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...
by NotRexButCaesar
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

Sad_Brother wrote:
Wed Nov 04, 2020 3:19 pm
Learn better.
That is kind of harsh.
All he did was make a mistake: you didn’t even explain what the mistake was.
by NotRexButCaesar
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

Yoyobuae wrote:
Wed Nov 04, 2020 2:57 pm
Only five colors would work fine:
https://en.wikipedia.org/wiki/Five_color_theorem
This actually does not work for electric networks because they can intersect one another without connecting.
by NotRexButCaesar
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...
by NotRexButCaesar
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

republikanen wrote:
Tue Nov 03, 2020 11:53 pm
So it tells me if I have too many mods enabled too?
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?
by NotRexButCaesar
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.
by NotRexButCaesar
Tue Nov 03, 2020 11:26 pm
Forum: Railway Setups
Topic: Water Supply
Replies: 6
Views: 4291

Re: Water Supply

Usul wrote:
Tue Nov 03, 2020 11:10 pm
Two green lights are not working on platform 1. Have you fixed it, @Dingo_PD?
That might be because the tanks are only 2/5ths full
by NotRexButCaesar
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.
by NotRexButCaesar
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.
by NotRexButCaesar
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...
by NotRexButCaesar
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.

Ajedi32 wrote:
Tue Nov 03, 2020 7:41 pm
Regarding the awkward default keybinds for rotating ghosts, I've have rotation bound to Shift+Scrollwheel since shortly after I first started playing. I've found that to be a significant improvement over the default.
Sounds very interesting: I’ll have to try that.
by NotRexButCaesar
Tue Nov 03, 2020 9:29 pm
Forum: General discussion
Topic: Font?
Replies: 10
Views: 13912

Re: Font?

DaveMcW wrote:
Mon Mar 21, 2016 4:13 pm
It really was the font in 2013.
I love how it was a math help site before the game came out. (Sorry for reviving such an old thread)

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