Search found 35 matches
- Sat Aug 22, 2015 10:34 pm
- Forum: Not a bug
- Topic: [0.12.4] Can use level 3 modules in basic beacons
- Replies: 5
- Views: 7511
Re: [0.12.4] Can use level 3 modules in basic beacons
I may be mistaken then. Although, that still sounds like an odd behavior.
- Sat Aug 22, 2015 9:39 pm
- Forum: Not a bug
- Topic: [0.12.4] Can use level 3 modules in basic beacons
- Replies: 5
- Views: 7511
Re: [0.12.4] Can use level 3 modules in basic beacons
When you try to insert them normally, an error message somewhere along the lines of "Only level 1 modules can be used in the basic beacon".
- Sat Aug 22, 2015 9:17 pm
- Forum: Not a bug
- Topic: [0.12.4] Can use level 3 modules in basic beacons
- Replies: 5
- Views: 7511
[0.12.4] Can use level 3 modules in basic beacons
See https://youtu.be/hqG-GrKMjIk?list=PLifN ... vAY&t=1117
When you use CTRL+Click to place modules in beacons, it would accept level 3 modules without raising an error.
When you use CTRL+Click to place modules in beacons, it would accept level 3 modules without raising an error.
- Fri Jul 31, 2015 4:21 pm
- Forum: Pending
- Topic: [0.12.2]Game freezes when minimized or otherwise interrupted
- Replies: 1
- Views: 4491
[0.12.2]Game freezes when minimized or otherwise interrupted
Attached are both my log files (current and previous). The chain of events is: I am running factorio from the update patches since 0.11 and am currently on latest 0.12.2, and am running Ubuntu 15.04. While in-game, have not tried on menus Press Alt, that brings up the Ubuntu command menu. OR Use hot...
- Fri Jul 31, 2015 3:29 pm
- Forum: Releases
- Topic: Version 0.12.2
- Replies: 22
- Views: 38067
Re: Version 0.12.2
Was the burner inserter not having enough energy for taking from the far side bug fixed? I don't see it in the patch notes
- Wed Dec 10, 2014 6:11 pm
- Forum: Gameplay Help
- Topic: How can I make a sandbox scenario with the map editor?
- Replies: 3
- Views: 2507
Re: How can I make a sandbox scenario with the map editor?
Bump. This no longer seems to work. How can I do this in the newer versions?
- Thu Mar 20, 2014 9:58 pm
- Forum: Implemented Suggestions
- Topic: double filter for inserter, red/green wires
- Replies: 4
- Views: 6723
Re: double filter for inserter, red/green wires
But then in your example, which will it pick assuming it's connected to both networks? Copper or Iron? If you're going to say "Both", how's that different from the current behavior (of simply applying both item on the one filter allowed).
- Thu Mar 20, 2014 9:55 pm
- Forum: Implemented Suggestions
- Topic: Copy assembler into requester
- Replies: 6
- Views: 13551
Re: Copy assembler into requester
Nice! I'd like to add a copy/paste into a smart inserter as well, if connected to a network, add a rule for the item with a <50(??) set?
- Thu Mar 20, 2014 9:50 pm
- Forum: Implemented Suggestions
- Topic: Doors and Gates
- Replies: 19
- Views: 10114
Re: gate
Since the game has advanced for quite a bit, I'd like to revive this thread. Can we have gates? It's getting ridiculous opening cracks in your quadruple or quintuple walls at later game stages. Doesn't have to be fancy, a 2-thick, 4-5 wide piece of technology that "disappears" or opens alo...
- Wed Mar 19, 2014 9:34 am
- Forum: Gameplay Help
- Topic: How can I make a sandbox scenario with the map editor?
- Replies: 3
- Views: 2507
Re: How can I make a sandbox scenario with the map editor?
Found it. Edit the "player" entity (press T with mouse on it) and uncheck all of the difficulties. That'll make the player not appear when starting a game, and you in god mode
- Tue Mar 18, 2014 11:47 pm
- Forum: Gameplay Help
- Topic: How can I make a sandbox scenario with the map editor?
- Replies: 3
- Views: 2507
How can I make a sandbox scenario with the map editor?
I tried opening the sandbox map as template, I tried removing the player (by placing water on top of it), I tried fiddling with the options.
I couldn't find it. How can I make a god-mode like sandbox scenario with the map editor. Can I?
I couldn't find it. How can I make a god-mode like sandbox scenario with the map editor. Can I?
- Tue Mar 18, 2014 11:16 pm
- Forum: Implemented Suggestions
- Topic: Ghost building construction range should be bigger
- Replies: 2
- Views: 2259
Ghost building construction range should be bigger
I think the point of having the player able to make ghost building is to not have to actually be there and build like you normally would. If the only benefit is that you only need one of that item in your inventory, you could just ask it from your logistics bot and construct it yourself. I think gho...
- Mon Feb 24, 2014 4:33 pm
- Forum: Releases
- Topic: Version 0.9.1
- Replies: 26
- Views: 35346
Re: Version 0.9.1
Wow this is intense. Interweaving my tightly packed factory with the rather bloated liquid processing factory would be a real challenge. Can't wait to see what people come up with
- Mon Feb 24, 2014 9:04 am
- Forum: Balancing
- Topic: Steam Engines should not produce pollution
- Replies: 9
- Views: 18702
Re: Steam Engines should not produce pollution
My bad, always thought Steam Engines are major polluters due to the amount of smoke the produce (It should be white, and fade faster then :P) Also, now that we really have some different types of fuel, it may be interesting to have different fuel burn produce different pollution. (For example, in th...
- Sat Feb 22, 2014 2:00 pm
- Forum: Balancing
- Topic: Steam Engines should not produce pollution
- Replies: 9
- Views: 18702
Steam Engines should not produce pollution
Think about it realistically for a second. Why would a steam engine produce pollution?
Should the boiler pollute? Sure, you burn coal. Should a theoretical oil engine produce pollution? Sure, big time. But there's no real reason for the steam engine to produce pollution.
Should the boiler pollute? Sure, you burn coal. Should a theoretical oil engine produce pollution? Sure, big time. But there's no real reason for the steam engine to produce pollution.
- Sun Feb 16, 2014 11:24 pm
- Forum: General discussion
- Topic: Deprecated: Factorio IRC
- Replies: 15
- Views: 8040
Re: Factorio IRC
An IRC channel? Why not host an IRC server? It's relatively simple and grants you much more control. Would you like that? If the server you guys have isn't a shared host, it could probably be set up silently over the existing setup.
Also, I recommend Miaou (Uses Node.js) over IRC.
Also, I recommend Miaou (Uses Node.js) over IRC.
- Sat Feb 15, 2014 8:17 am
- Forum: Resolved Problems and Bugs
- Topic: Game Doesn't Run on Ubuntu Linux
- Replies: 12
- Views: 6162
Re: Game Doesn't Run on Ubuntu Linux
Try the solution proposed there, see if that works out for you.
- Fri Feb 14, 2014 10:07 pm
- Forum: Duplicates
- Topic: [0.9.0] Linux 64b broken textures
- Replies: 7
- Views: 7158
Re: [0.9.0] Linux 64b broken textures
No repro. What distro are you using? What are your system specs?
- Fri Feb 14, 2014 9:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] Burner Inserter consumption is insanely imbalanced
- Replies: 3
- Views: 1608
Re: [0.9.0] Burner Inserter consumption is insanely imbalanc
Cheers
On a sidenote, is it possible to speak with one of the devs/site maintainers in private (hopefully something slightly more realtime than phpBB's private messages?)? I have a few suggestions to make.
On a sidenote, is it possible to speak with one of the devs/site maintainers in private (hopefully something slightly more realtime than phpBB's private messages?)? I have a few suggestions to make.
- Fri Feb 14, 2014 9:16 pm
- Forum: Duplicates
- Topic: [0.4.1] Sound Delay in Ubuntu Linux
- Replies: 5
- Views: 5794
Re: [0.4.1] Sound Delay in Ubuntu Linux
Confirmed, it's still present in both 0.8.8 and 0.9.0