Search found 164 matches
- Sun Jul 03, 2016 9:16 am
- Forum: Gameplay Help
- Topic: Train station and circuit network
- Replies: 5
- Views: 7001
Re: Train station and circuit network
Thanks. Meanwhile I found FFF #138 where this is mentioned: "Train Station - read the contents of the stopped train and control trains by disabling/enabling the station" So it seems the original design was somewhat different? Being able to read the train content was the number one request ...
- Sat Jul 02, 2016 6:16 pm
- Forum: Gameplay Help
- Topic: Train station and circuit network
- Replies: 5
- Views: 7001
Train station and circuit network
I'm trying to connect one of the train stations to the circuit network, but I don't really understand how it works. There is a check box on the train station circuit network panel (mode of operation, send to train). When this is checked then it is clear to me that the circuit network signals are sen...
- Fri Jul 01, 2016 5:50 pm
- Forum: Duplicates
- Topic: [0.13.2] Crash when moving cursor over flame turret ghost
- Replies: 2
- Views: 747
Re: [0.13.2] Crash when moving cursor over flame turret ghost
I'm pretty sure it is. Sorry for the double post/
- Fri Jul 01, 2016 5:37 pm
- Forum: Duplicates
- Topic: [0.13.2] Crash when moving cursor over flame turret ghost
- Replies: 2
- Views: 747
[0.13.2] Crash when moving cursor over flame turret ghost
Doesn't happen with every turret, so here is the save file:
https://www.dropbox.com/s/4muylm8kk40c0 ... h.zip?dl=0
To recreate just load the file, and move cursor over the destroyed flame turret.
https://www.dropbox.com/s/4muylm8kk40c0 ... h.zip?dl=0
To recreate just load the file, and move cursor over the destroyed flame turret.
- Fri Jul 01, 2016 11:46 am
- Forum: Implemented Suggestions
- Topic: Put cursor item back in filtered toolbelt slot when changing
- Replies: 6
- Views: 3047
Re: Put cursor item back in filtered toolbelt slot when changing
I would also like this to be implemented. In my opinion the 'q' hotkey is not really a solution. If you have a slot with a filter, and let's say you have an unfiltered empty slot BEFORE that filtered slot, and then you pick up the filtered stuff in hand, then press 'q' to put it back, it will put it...
- Wed Jun 29, 2016 5:14 pm
- Forum: Mods
- Topic: [MOD 0.13] Challenge - defy other Factorio players
- Replies: 13
- Views: 10828
Re: [MOD 0.13.X] Challenge - defy other Factorio players
This is an absolutely great idea. I really hope to see people posting their results!
- Thu Jun 16, 2016 6:08 pm
- Forum: General discussion
- Topic: What is your most anticipated feature in Factorio 0.13?
- Replies: 17
- Views: 6183
Re: What is your most anticipated feature in Factorio 0.13?
Modules supported by blueprints (that will be included right?)
- Tue May 31, 2016 1:17 pm
- Forum: General discussion
- Topic: Extended Inventory MOD is required if you use blueprints!
- Replies: 4
- Views: 1811
Re: Extended Inventory MOD is required if you use blueprints!
I believe that in 0.13 there will be a solution for this.
- Fri May 27, 2016 5:46 pm
- Forum: General discussion
- Topic: Outpost Supplies - Help Needed
- Replies: 17
- Views: 6920
Re: Outpost Supplies - Help Needed
Right next to my supply train loading station, I have a short section of unconnected track where I've placed a supply train whose only job is to be a copy-paste template. That way I just make a new train and copy paste from the template train that's sitting there instead of having to wait for or tr...
- Fri May 27, 2016 10:55 am
- Forum: General discussion
- Topic: Outpost Supplies - Help Needed
- Replies: 17
- Views: 6920
Re: Outpost Supplies - Help Needed
I also used filters. It works well, but to be honest I found it annoying to set up for each new wagon I send to the train network (copy-paste with shift right-left helps, but still far from perfect). I hope the circuit network improvements in 0.13 will offer a solution to this so that I won't need t...
- Thu May 05, 2016 8:16 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 20060
Re: [MOD 0.12.x] Unstable ground
What do you mean? To be able to extend the stable area using concrete? What is the point of the mod then?Chaos234 wrote:Well, nice mod but you should allow that concrete can be used to build new stone areas.
I changed this for myself because it was not possible which is very bad!
- Tue Apr 26, 2016 10:45 am
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 20060
Re: [MOD 0.12.x] Unstable ground
This sounds exactly what I was looking for. Thanks a lot! I always end up building the same base, not anymore!
- Tue Mar 22, 2016 1:55 pm
- Forum: Technical Help
- Topic: Factorio stops loading at 89%
- Replies: 28
- Views: 7540
Re: Factorio stops loading at 89%
I don't have this issue, but I also wanted to upgrade to the latest experimental, and had the same issue, there was nothing in the beta dropdown box. Then I figured out that my problem was that steam was in offline mode. Is it possible you had the same issue?
- Mon Mar 21, 2016 1:49 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 34035
Re: Remove or Miniaturize Circuit Networks
What about the player running around with oil refineries and diesel engines in its pocket?Player 1 wrote:The reasoning for this is mainly realism.
- Thu Mar 03, 2016 10:02 am
- Forum: Mods
- Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
- Replies: 24
- Views: 22561
Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)
What about adding a timer to the sign? So that the game would give you a warning or something after like 10 minutes? Like it was in settlers 1.
- Wed Mar 02, 2016 11:00 am
- Forum: Ideas and Suggestions
- Topic: Any Chance for a iOS version?
- Replies: 6
- Views: 5969
Re: Any Chance for a iOS version?
I would be really happy to be able to play this game on iPad. Seems like Allegro runs on iOS and Android.
- Wed Mar 02, 2016 10:07 am
- Forum: Gameplay Help
- Topic: Absolut beginner - how to autofill energy?
- Replies: 5
- Views: 4427
Re: Absolut beginner - how to autofill energy?
Any side is good, maybe your inserter is not facing the right direction? Can you post a screenshot? You can rotate the inserter if you hover the cursor over it, and press 'r'. To make sure it is facing the correct direction, press 'alt'. Splitting a belt: https://wiki.factorio.com/index.php?title=Sp...
- Wed Feb 17, 2016 3:35 pm
- Forum: Ideas and Suggestions
- Topic: What are your thoughts on death in single player?
- Replies: 20
- Views: 30537
Re: What are your thoughts on death in single player?
I dont think enabling singleplayer respawn is a solution at all. In the end one will probably reload his save anyway. Soo... the current system is fine? I disagree. If I could respawn, I would not reload. But right now there is no other possibility, so I reload. I'm not sure the respawn really chan...
- Mon Feb 15, 2016 11:09 am
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 64350
Re: Hold CTRL to mirror your blueprint.
Mirroring along which axis? Two keys are needed I think.
- Fri Jan 08, 2016 6:53 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 117360
Re: Friday Facts #120 - Spidertron
Will we be able to interact with for example assembly machines while in the spider, or do we have to leave it? Can't wait to try it.