Search found 39 matches
- Fri Feb 09, 2024 6:31 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17590
Re: Friday Facts #397 - Factoriopedia
Don't worry you can just ALT + Left click practically anything Sooo... default keybinding for changing Alt mode from left alt to right alt when? :P I have already done that long time ago, it's annoying if Alt+Tab turns off Alt mode. Probably more so with new keybind like this for Factoriopedia. No ...
- Tue Jun 15, 2021 8:45 pm
- Forum: Gameplay Help
- Topic: Armour & Gun quickbar location question
- Replies: 35
- Views: 13895
Re: Armour & Gun quickbar location question
Keep in mind that the info panel on the right side can get quite long even in vanilla (usually even more of an issue with mods). If you hover over a logistic chest with several different items inside, the info about what is stored in the network will overflow even on your screen. So it doesn't actu...
- Sun May 07, 2017 12:41 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 98127
Re: [MOD 0.14.x] Bottleneck
The problem is when you add bottleneck to an existing save. Bottleneck doesn't know then if detailed view is on or off.
- Mon May 01, 2017 5:41 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141982
Re: [MOD 0.15.x] Modular Armor Revamp
As far as I know it should be removed from the game.
- Sat Apr 29, 2017 12:15 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 224478
Re: Uranium Power
So that means the reactor setup in my .14 save will not work in .15 without any changes?
- Thu Apr 27, 2017 4:00 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 111596
Re: [0.14] Reactors & Atomic Locomotives
Please update the mod to 0.15. I really like how it's done and my base heavily relies on the mod. I can't update to 0.15 without this mod or I would have to restart from scratch. (using only laser turrets as defense I'm lost without electricity) I had some steam-engines for backup power, but those a...
- Thu Apr 27, 2017 3:41 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141982
Re: [MOD 0.15.x] Modular Armor Revamp
Thank you for the quick update!
There's a mistake in prototypes/recipe.lua in line 245: "Processing-unit" needs to be lower case.
There's a mistake in prototypes/recipe.lua in line 245: "Processing-unit" needs to be lower case.
- Tue Apr 25, 2017 6:14 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 98127
Re: [MOD 0.14.x] Bottleneck
I get a different error:
The given sprite rectangle (left_top=0x0, right_bottom=32x32) is outside the actual sprite size (left_top=0x0, right_bottom=16x16).
Sprite name: __Bottleneck__/graphics/green.png.
Edit: Nevermind. I was using an old version of bottleneck.
The given sprite rectangle (left_top=0x0, right_bottom=32x32) is outside the actual sprite size (left_top=0x0, right_bottom=16x16).
Sprite name: __Bottleneck__/graphics/green.png.
Edit: Nevermind. I was using an old version of bottleneck.
- Mon Apr 10, 2017 1:48 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 48890
Re: Friday Facts #185 - Progress report
You sure that x27 is real? Because I'm not...hitzu wrote:For those who are sceptical this is how modern night vision looks like
https://youtu.be/8bTgG2Ft4xQ
- Thu Jan 12, 2017 4:50 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 98127
Re: [MOD 0.14.x] Bottleneck
Where is the optimization in the last update? I'm getting less UPS and it messes up the map view (I'm getting half the FPS when viewing the map) and suddenly there are all those vehicle-arrows everywhere which is ugly in my opinion.
- Fri Oct 28, 2016 5:37 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 64065
Re: Friday Facts #162 - Theme Art Again
They still represent an obstacle that has to be accounted for. You have to defend against their attacks, which forces you to account for base defenses, as well decide whether you want to take a low pollution strategy. You also have to take over new territory for resources - territory that they migh...
- Fri Oct 28, 2016 5:27 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 64065
Re: Friday Facts #162 - Theme Art Again
Remove alien artifacts? Why not just remove the biters completely?
They are useless if you don't need them to finish the game because you need the artifacts for science and other things.
EDIT: Oh you don't need them for science any more. But I don't like that decision either.
They are useless if you don't need them to finish the game because you need the artifacts for science and other things.
EDIT: Oh you don't need them for science any more. But I don't like that decision either.
- Sun Oct 16, 2016 5:00 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 199359
Re: Support - Uranium Power
I don't know what the problem is with the reactor chest. It is a known issue and the solution is as simple as just don't put anything else in there; what other than the fuel rods do you want in there anyway? I totally understand that fuel not decaying is a major problem in a hard mode scenario and I...
- Thu Oct 13, 2016 9:35 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 307966
Re: [MOD 0.14.x] WaiTex 1.2.0: A HD Texture Pack
To be understood with all respect and appreciation for your great work. Or maybe sb can tell me how to get it work with the 0.15 steam version. :-) Where did you get the 0.15 version? That version isn't even out yet. Besides that, 0.15 factorio is supposed to have high res textures (not all parts o...
- Mon Oct 10, 2016 8:38 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 199359
Re: Uranium Power
Using UP 0.6.5 on Factorio 0.13.20 on an MP server with many forces. One of our users is able to crash the whole game every time he places something that isn't fuel into the reactor. He initially did it by accidentally putting pellets in instead of the proper fuel. He tried adding coal, and it cras...
- Fri Oct 07, 2016 5:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.13] crash when deconstructing rail
- Replies: 2
- Views: 2285
[0.14.13] crash when deconstructing rail
When I try to deconstruct (manually or by robots) the curved rail right next to where I'm standing the game always crashes to desktop. It doesn't crash when I disable the constant combinator which closes the signal or when the cargo wagon is removed from the rail tracks. screenshot: http://imgur.com...
- Tue Sep 20, 2016 6:34 pm
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 48634
Re: [MOD 0.14] Filtered Deconstruction Planner 0.4.8
I can't update my save until all mods are updated (well I can but I don't want to). Yeah, I usually don't use that button, but in that particular case it would have been very handy, if it had worked correctly. But I tested it on a test save in the new version and point 2 is still there when using th...
- Sat Sep 17, 2016 12:29 am
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 49821
Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause
Wow, I can actually use handy hands again thanks to the performance improvements!
Is the new version still compatible with 0.13? I just changed the version number in info.json and until now it works fine.
I can't switch to 0.14 since some of the mods I'm using aren't updated yet.
Is the new version still compatible with 0.13? I just changed the version number in info.json and until now it works fine.
I can't switch to 0.14 since some of the mods I'm using aren't updated yet.
- Fri Sep 16, 2016 10:55 pm
- Forum: Mods
- Topic: [MOD 0.14] Red Alerts 1.1.2
- Replies: 54
- Views: 62482
Re: [MOD 0.14] Red Alerts 1.1.2
I have a feature request but I don't know if it's possible:
I have two power networks and therefore two power sensors.
Is there any way that I can differentiate between those two when the low power alert is fired?
Something like give them a name that shows in the dismiss GUI maybe?
I have two power networks and therefore two power sensors.
Is there any way that I can differentiate between those two when the low power alert is fired?
Something like give them a name that shows in the dismiss GUI maybe?
- Fri Sep 16, 2016 7:28 pm
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 48634
Re: [MOD 0.14] Filtered Deconstruction Planner 0.4.7
I just found a bug. The Blueprint-cut-tool ignores rails and tiles (bricks and concrete). 1. Tiles are completely ignored in both target and exclude mode. They always stay in the blueprint no matter what configuration. 2. Rails are not removed when selected as target nor do they stay when selected t...