Did You ever get all 12 refineries working full time? How many wells does that need?
Search found 255 matches
- Tue Jul 29, 2014 6:36 pm
- Forum: Show your Creations
- Topic: Endgame designs
- Replies: 19
- Views: 64341
- Tue Jul 29, 2014 5:57 pm
- Forum: Minor issues
- Topic: Folder "currently playing" not empty (browsing folder)
- Replies: 3
- Views: 6097
Re: Folder "currently playing" not empty (browsing folder)
Sorry for the inconvenience. I must take care to post in the correct sub-forum.kovarex wrote:As it is minor issue, I moved it to minor issues
- Tue Jul 29, 2014 11:32 am
- Forum: Minor issues
- Topic: Folder "currently playing" not empty (browsing folder)
- Replies: 3
- Views: 6097
Folder "currently playing" not empty (browsing folder)
The game crashes if browsing the "currently playing" folder when trying to start the game.
(very minor issue - fix = close folder, then start game)
(very minor issue - fix = close folder, then start game)
- Mon Jul 28, 2014 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: Enter key inactive on save name in map editor
- Replies: 2
- Views: 2615
Re: Enter key inactive on save name in map editor
Great!kovarex wrote:Thanks for the notice, fixed for 0.10.5
Some other input fields where it would be nice to use the enter key too:
- Logistic request
- Player
- Chest
- Rename station
- Mon Jul 28, 2014 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Energy graphs on electric network info
- Replies: 7
- Views: 14888
Energy graphs on electric network info
For some time I've been wishing for some graphs on the electric network info screen. Just displaying the percentages for production and storage. I would really like to have this. It would highly enhance the experience of optimizing power production. This is what I'm dreaming of (top right): http://i...
- Sat Jul 26, 2014 5:40 pm
- Forum: Implemented Suggestions
- Topic: [0.9] How to abort deconstruction tasks
- Replies: 12
- Views: 4108
Re: [0.9] How to abort deconstruction tasks
Like the deconstruction planner - just a green square instead - drag a box to cancel any deconstruction inside.
- Sat Jul 26, 2014 3:24 pm
- Forum: Outdated/Not implemented
- Topic: Filtered slots on the hotbar excluded as ingredients. ☸
- Replies: 9
- Views: 11819
Re: Suggestionsummary
I often craft the items first to continue using them while crafting the new.ssilk wrote:(...) just to re-craft the item in the hotbar, after it is used for crafting (...)
- Sat Jul 26, 2014 3:13 pm
- Forum: Implemented Suggestions
- Topic: [0.9] How to abort deconstruction tasks
- Replies: 12
- Views: 4108
Re: [0.9] How to abort deconstruction tasks
Scanning the wiki (Lua/Entity) revealed a canceldeconstruction method.
The entity selected by mouse hover needs to be identified and passed to this method.
Just need to bind that to a key somehow. Anyone have a hint on how to do this?
The entity selected by mouse hover needs to be identified and passed to this method.
Just need to bind that to a key somehow. Anyone have a hint on how to do this?
- Sat Jul 26, 2014 2:54 pm
- Forum: Resolved Problems and Bugs
- Topic: Enter key inactive on save name in map editor
- Replies: 2
- Views: 2615
Enter key inactive on save name in map editor
In contrast to the save game GUI the ENTER ket does not work when saving a map from the map editor.
(Factorio v0.10.4 (Build 10492, win64)
(Factorio v0.10.4 (Build 10492, win64)
- Tue Jul 22, 2014 2:38 am
- Forum: News
- Topic: Friday Facts #43
- Replies: 34
- Views: 28539
Re: Friday Facts #43
P2P - Arbiter : Central or distributed ? All this host talk got me thinking. To avoid de-synchronization of the clients game states an arbiter is needed. The classic client/server architecture puts all the arbitrating load on the server. The clients could (randomly) take turns on the arbiter role. ...
- Fri Jul 18, 2014 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Copy-paste modules (in addition to settings)
- Replies: 22
- Views: 20227
Re: Copy Setting for Modules
Yes
If modules could be included in entity settings and work both with copy/paste and blueprints, then construction would become very convenient and easy in the late game.
If modules could be included in entity settings and work both with copy/paste and blueprints, then construction would become very convenient and easy in the late game.
- Wed Jul 16, 2014 1:09 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Advanced Circuits production
- Replies: 12
- Views: 13094
Re: Advanced Circuits production
Would some filtered slots in the wagon not take care of that problem?Neotix wrote:Design with wagon is fine but have one problem. Absolutely zero control over production and wagon can be easily flooded by one material and all will stop.
I will try some wagon set-up's for sure.
- Tue Jul 15, 2014 2:37 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Advanced Circuits production
- Replies: 12
- Views: 13094
Advanced Circuits production
Advanced Circuits
Most of what is needed for a fairly fast production of advanced circuits
Most of what is needed for a fairly fast production of advanced circuits
- Sat Jul 12, 2014 11:59 am
- Forum: Implemented Suggestions
- Topic: [0.9] How to abort deconstruction tasks
- Replies: 12
- Views: 4108
Re: [0.9] How to abort deconstruction tasks
Some way to cancel a deconstruction order is needed. Many LP's indicate this in their commentary (like Arumba) and I agree.
- Sat Jul 12, 2014 11:22 am
- Forum: Outdated/Not implemented
- Topic: Filtered slots on the hotbar excluded as ingredients. ☸
- Replies: 9
- Views: 11819
Filtered slots on the hotbar excluded as ingredients. ☸
How often have you crafted long armed inserters, forgetting to replenish the stock of regular inserters?
There are so many cases like this, that this behaviour should be added:
If items are in a filtered slot on the hotbar they should not be used as crafting ingredients.
There are so many cases like this, that this behaviour should be added:
If items are in a filtered slot on the hotbar they should not be used as crafting ingredients.