This is not unprecedented
https://en.wikipedia.org/wiki/Road-rail_vehicleSearch found 171 matches
- Fri Oct 14, 2016 6:00 am
- Forum: Ideas and Requests For Mods
- Topic: driving car on the tracks
- Replies: 9
- Views: 2880
Re: driving car on the tracks
It all depends on how big the explosion is when you faceplant in to an oncoming locomotive.
- Fri Oct 07, 2016 8:33 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 85292
Re: Friday Facts #159 - Research revolution
Yes please I love these proposed changes! Every single one of them!
Also it gives me reason to rip up the science factory and make it properly...
Also it gives me reason to rip up the science factory and make it properly...
- Sat Oct 01, 2016 12:20 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Module production
- Replies: 7
- Views: 9083
Re: Module production
The ratios are wrong, but it's pretty!
- Sat Aug 06, 2016 12:52 am
- Forum: Releases
- Topic: Version 0.13.14
- Replies: 33
- Views: 20172
Re: Version 0.13.14
Yeah OK...FactorioBot wrote:
- Fixed watch-your-step achievement for real this time. (30434)
- Sat Jul 30, 2016 9:12 pm
- Forum: Releases
- Topic: Version 0.13.13
- Replies: 12
- Views: 15588
Re: Version 0.13.13
My hero!
- Fri Jul 29, 2016 3:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.11][posila] Crash when deploying Destroyers
- Replies: 4
- Views: 1904
Re: [0.13.11][posila] Crash when deploying Destroyers
Thank you so much!posila wrote:Fixed for 0.13.12
Turning off compression allows it to run just fine. You can blame Rseding for that

- Thu Jul 28, 2016 10:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.11][posila] Crash when deploying Destroyers
- Replies: 4
- Views: 1904
[0.13.11][posila] Crash when deploying Destroyers
As said in title. To reproduce, load the autosave and toss a Destroyer cap. Immediately before the autosave, I had ran out to newly generated terrain. I skipped 0.13.10 entirely. This map is from 0.9.x note that it was converted to a scenario a while ago (early 0.11?). <3 <3 <3 https://dl.dropboxuse...
- Fri Jul 15, 2016 6:07 pm
- Forum: Releases
- Topic: Version 0.13.9
- Replies: 49
- Views: 30740
Re: Version 0.13.9
10/10FactorioBot wrote:
- Changes
- Mods are now sorted alphabetically in the mods list.
- Sun Jul 10, 2016 10:21 pm
- Forum: Mods
- Topic: [MOD 0.13] Fire extinguisher
- Replies: 11
- Views: 5382
Re: [MOD 0.13] Fire extinguisher
Fighting Forest Fires in Factorio
Cool mod.- Thu Jun 16, 2016 8:24 am
- Forum: General discussion
- Topic: favourite factorio feature?
- Replies: 16
- Views: 3616
Re: favourite factorio feature?
Favorite feature? Construction bots. I know of no other game that has something like this.
In the original indiegogo campaign, more survival aspects were proposed like sleep and food, but they haven't been expanded upon yet. I hope they don't, as it just gets in the way of building more.
In the original indiegogo campaign, more survival aspects were proposed like sleep and food, but they haven't been expanded upon yet. I hope they don't, as it just gets in the way of building more.
- Sun Jun 12, 2016 7:51 am
- Forum: Ideas and Suggestions
- Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
- Replies: 48
- Views: 14122
Re: Request blueprint materials from logistic system
You stop the player from putting it in, or you invalidate the entire request to the loginet.ssilk wrote:What to do, if the blueprint is bigger than your inventory?
- Sun Jun 12, 2016 7:36 am
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 10675
Re: Trains reserve paths by segments instead of blocks
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
- Fri May 27, 2016 10:07 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 50870
Re: Friday Facts #140 - Soon
FIRE FIRE MUAHAHAHAHAHAHA
- Thu May 26, 2016 7:40 pm
- Forum: Releases
- Topic: Version 0.12.34
- Replies: 36
- Views: 25539
Re: Version 0.12.34
Awesome! I'm surprised there was another release!
Klonan wrote:Version 01234!
- Fri May 13, 2016 12:01 am
- Forum: General discussion
- Topic: About combat revisited
- Replies: 3
- Views: 1569
Re: About combat revisited
You know as much as anyone else knows. All that we know is that we'll get the flamethrower turret (HELL YES) and stuff will be set on fire. I'm hoping they will buff the flamethrower itself, but as you've read in the FFFs nothing has been mentioned.Shin wrote: https://www.factorio.com/blog/post/fff-131
- Tue May 10, 2016 9:47 pm
- Forum: Implemented Suggestions
- Topic: Click-Draggable and Esc-Dismissable Map
- Replies: 8
- Views: 2436
Re: Click-Draggable and Esc-Dismissable Map
17:44:45 <_aD> nothing good comes from IRC
- Fri Apr 29, 2016 2:38 pm
- Forum: Releases
- Topic: Version 0.12.32
- Replies: 22
- Views: 19215
Re: Version 0.12.32
Thank you for the timely update!
- Tue Apr 26, 2016 7:54 pm
- Forum: Releases
- Topic: Version 0.12.31
- Replies: 20
- Views: 21588
- Fri Apr 22, 2016 8:28 pm
- Forum: Gameplay Help
- Topic: Outpost train supply, does it really need 1 chest per item?
- Replies: 9
- Views: 3247
Re: Outpost train supply, does it really need 1 chest per item?
Yes, it does. You want (at least) one smart inserter and provider chest per item. I sometimes do two or more for ammo. If you don't, the inserter will get stuck on a different item. https://lennier.info/factorio/maps/awesome03222016/#-56.57,9.91,7 Like this. It's the one at the top. For loading stat...
- Fri Apr 22, 2016 5:28 pm
- Forum: News
- Topic: Friday Facts #135 - Getting Organized
- Replies: 60
- Views: 26508
Re: Friday Facts #135 - Getting Organized
In addition to what hobarrera said, hooking up your source control events (commits, closing issues, merge/pull requests, builds, etc...) to a chat service like mattermost/slack can give a lot of insight to what the team is working on without a lot of effort. A "commitbot" like those are e...