It doesn't bode well for future blueprints/C&P - how would it even work if grids can shift underfoot depending on latitude?
Yeah that's going to be something interesting. I have a research center around the north pole. That couldn't be copied anywhere else, it's a proper polar grid. I would be ...
Search found 79 matches
- Mon Feb 01, 2021 9:55 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 44644
- Mon Feb 01, 2021 1:06 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 44644
Re: Dyson Sphere Program
Other peeves: why are splitters so huge, belts have to be spaced at least every 4 tiles in a bus if you want to use splitters to merge/split from the bus;
It's not terribly obvious at first, but you can use <tab> to switch between 3 different types of splitters. When you do that you can get a bus ...
It's not terribly obvious at first, but you can use <tab> to switch between 3 different types of splitters. When you do that you can get a bus ...
- Fri Jan 29, 2021 4:13 pm
- Forum: Off topic
- Topic: Factorio Logo font?
- Replies: 14
- Views: 29236
Re: Factorio Logo font?
What about another bump now?
- Fri Jan 22, 2021 1:25 pm
- Forum: Releases
- Topic: Version 1.1.13
- Replies: 12
- Views: 13993
Re: Version 1.1.13
The link here is wrong, I was looking to see if this was reported yesterday and it's fixed today. Perfect.Fixed that furnace alt-mode didn't show the last recipe, same as map view "Recipe Icons" option. (94601)
- Mon Jan 18, 2021 12:34 am
- Forum: Technical Help
- Topic: Factorio quits without warning
- Replies: 11
- Views: 3784
Re: Factorio quits without warning
but the equivalent in Windows is Alt-F4. This is an OS feature, not a Factorio hotkey
Sure, but alt-f4 is not anywhere near any keys being used normally to play the game, where as 'Q' and Command are both pressed regularly for the default keybindings on MacOS. I had this problem myself a few times ...
Sure, but alt-f4 is not anywhere near any keys being used normally to play the game, where as 'Q' and Command are both pressed regularly for the default keybindings on MacOS. I had this problem myself a few times ...
- Sat Jan 09, 2021 8:56 pm
- Forum: PyMods
- Topic: Upgrade Planner with PyBuildings
- Replies: 0
- Views: 991
Upgrade Planner with PyBuildings
Why doesn't the upgrade planner work by default over the buildings with out having to go in and manually set each building I want to upgrade?
I tried searching a bit but didn't find any previous discussion, if this was already discussed please just point me in the right direction. Thanks.
I tried searching a bit but didn't find any previous discussion, if this was already discussed please just point me in the right direction. Thanks.
- Tue Dec 29, 2020 10:59 am
- Forum: Mods
- Topic: Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid
- Replies: 19
- Views: 10532
Re: Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid
Hi Deadlock.
We noticed that with the Transmat, once it moves you somewhere, the biters no longer attack the player.
We noticed that with the Transmat, once it moves you somewhere, the biters no longer attack the player.
- Tue Dec 29, 2020 1:19 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 125
- Views: 69458
Re: Industrial Revolution 2 discussion
Is anyone else far enough along to be dealing with needing astronomic levels of sulfuric acid?
What are you doing to keep up with that? Right now we're using oil -> petroleum coke (solid fuel) and just destroying it.
What are you doing to keep up with that? Right now we're using oil -> petroleum coke (solid fuel) and just destroying it.
- Sat Dec 26, 2020 2:04 pm
- Forum: Not a bug
- Topic: [1.1.6] Password not remembered when server mods change
- Replies: 1
- Views: 1048
[1.1.6] Password not remembered when server mods change
Subject basically. Whenever the mods on a server change, it asks for the server password again even though the password didn't change.
- Mon Dec 07, 2020 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Allow setting yellow rail signal with circuit network
- Replies: 3
- Views: 1613
Re: Allow setting yellow rail signal with circuit network
Thats easy to do with one signal like that, but harder when you are using the circuit network to close the signal otherwise. Not impossible because we're doing it, just more complicated than it would be if you could just set the signals to be yellow.
- Mon Dec 07, 2020 9:55 pm
- Forum: Ideas and Suggestions
- Topic: Allow setting yellow rail signal with circuit network
- Replies: 3
- Views: 1613
Allow setting yellow rail signal with circuit network
TL;DR
Allow yellow signals set to yellow by the circuit network to work like signals set to red, but trains can pass through them with out them having to be opened again.
What ?
Currently you can set a signal to red with the circuit network and it will add a penalty of 1000 to the train ...
Allow yellow signals set to yellow by the circuit network to work like signals set to red, but trains can pass through them with out them having to be opened again.
What ?
Currently you can set a signal to red with the circuit network and it will add a penalty of 1000 to the train ...
- Sat Nov 28, 2020 2:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
- Replies: 6
- Views: 5434
Re: [1.1.2] Spidertrons disappeared upgrading from 1.1.1
A little bit more info when looking through more auto-saves. It seems that the ones that were clustered really close together are the ones that disappeared. In the screenshots/save I posted 2 from the attack group are a little farther apart and survived the upgrade. But on the actual server they had ...
- Sat Nov 28, 2020 2:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
- Replies: 6
- Views: 5434
[1.1.2] Spidertrons disappeared upgrading from 1.1.1
When we upgraded our server to 1.1.2 a bunch of spidertrons disappeared from the map.
If you load the attached save in 1.1.1 you can see various groups of them sitting around. A group of 5 near -76,-108, and another group of 3 near -29,-39, and if you load it in 1.1.2 most of them are gone ...
If you load the attached save in 1.1.1 you can see various groups of them sitting around. A group of 5 near -76,-108, and another group of 3 near -29,-39, and if you load it in 1.1.2 most of them are gone ...
- Thu Nov 26, 2020 8:45 am
- Forum: Implemented Suggestions
- Topic: Add # of trains to the new Train Station GUI
- Replies: 4
- Views: 2563
Re: Add # of trains to the new Train Station GUI
Yay! This got added! <3 <3
- Thu Nov 26, 2020 8:27 am
- Forum: Won't fix.
- Topic: [0.18.8] Processing of config-path.cfg on OS X incorrectly
- Replies: 3
- Views: 2496
Re: [0.18.8] Processing of config-path.cfg on OS X incorrectly
As far as I can tell my standalone installs on macOS are working fine.
sorahn@hyperion:/A/f/F/factorio.app
$ pwd
/Applications/factorios/Factorio_Dev/factorio.app
sorahn@hyperion:/A/f/F/factorio.app
$ cat config-path.cfg
config-path=__PATH__executable__/../../../config
use-system-read-write-data ...
sorahn@hyperion:/A/f/F/factorio.app
$ pwd
/Applications/factorios/Factorio_Dev/factorio.app
sorahn@hyperion:/A/f/F/factorio.app
$ cat config-path.cfg
config-path=__PATH__executable__/../../../config
use-system-read-write-data ...
- Wed Nov 25, 2020 7:11 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 59927
Re: Version 1.1.1
No, force click is something else. A force click is an action you can do on the trackpad, not what gets sent to the OS.

- Wed Nov 25, 2020 3:34 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 59927
Re: Version 1.1.1
I can get behind that too, I'm sure I have use left click to set empty slots with the thing I'm holding before but not consciously because middle click also does it. And as you said, middle click is how you interact with all the other game filters.
There is no middle click on Mac though ...
- Wed Nov 25, 2020 3:22 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 59927
Re: Version 1.1.1
Hi,
could you re-enable the debug feature where the robots are shown as small (yellow) rectangles on map view?
It was so easy to check how the robots moved and worked. As well easy to recognize whether logistic robots are on the way to refill/ empty trash.
Maybe it is out of place, but I would ...
- Wed Nov 25, 2020 2:50 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 59927
Re: Version 1.1.1
I can get behind that too, I'm sure I have use left click to set empty slots with the thing I'm holding before but not consciously because middle click also does it. And as you said, middle click is how you interact with all the other game filters.
There is no middle click on Mac though :( So ...
- Wed Nov 25, 2020 2:36 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 59927
Re: Version 1.1.1
I checked in 1.0 and it does also set filter on empty slot when left clicking. I think *that* is the problem. It teaches players that left click can be used to set filters, even though every other filter slot in the game uses middle click to interact with filters.
I can get behind that too, I'm ...