Search found 12 matches
- Sat May 11, 2024 12:01 am
- Forum: General discussion
- Topic: Please Make Science Packs Less Abstract
- Replies: 5
- Views: 359
Re: Please Make Science Packs Less Abstract
And an anecdote on how this confusion and/or inefficiency can affect gameplay. On another scenario, I had a limited number of blue science packs, so I put them towards laser turrets and calculated that I had just enough to finish the research. I did not - the research progress bar ended up at 99%, ...
- Tue Apr 23, 2024 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 12816
Re: Snap hand-placement to blueprints.
I'm not talking about placing blueprints , but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots. My bad, Sorry I've misunderstood you. That makes a lot of sense indeed.
- Mon Apr 22, 2024 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 12816
Re: Snap hand-placement to blueprints.
you can already do that by activating the snap to grid option. After you do, a blue rectangle will appear around your BP and you can choose between relative (to start anywhere you want whilst dragging) and absolute (helps ensure that if you start placing blueprints from different positions, that the...
- Sat Apr 20, 2024 9:21 am
- Forum: Implemented in 2.0
- Topic: Remote editing of entity settings on logistic building area
- Replies: 3
- Views: 218
Re: Remote editing of entity settings on logistic building area
I think that's already taken cared of for 2.0: https://www.factorio.com/blog/post/fff-380
- Thu Apr 11, 2024 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 849
Re: Let construction robots place items that were just deconstructed nearby
I work around this by placing a (yellow) storage chest, and placing one of each item that I expect to be deconstructed in it (belts, inserters, AM's, power pole,...). All bots will dump the deconstructed items in the chest and go wait in a nearby roboport, and once you start reconstructing, both bot...
- Fri Jan 19, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: Check map exchange string when overwriting a save
- Replies: 4
- Views: 383
Re: Check map exchange string when overwriting a save
Great idea. Or maybe based on a GUID or other unique identifier, generated at the start of a game (or first time it is saved) and stored into the save file?
I can imagine map exchange strings being reused...
I can imagine map exchange strings being reused...
- Wed Jan 17, 2024 11:15 am
- Forum: Off topic
- Topic: GoG User Agreement Changes Discussion
- Replies: 9
- Views: 2066
Re: GoG User Agreement Changes Discussion
disiclaimer: I'm not legally schooled... ... but by the looks of it, I have as well the impression that they (unknowingly?) forbid you to mod any game they sell. I think those clauses are generic clauses you'll find in most UA's from company's that sell software, written by lawyers that have no clue...
- Mon Jan 15, 2024 11:24 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 48400
Re: Friday Facts #393 - Putting things on top of other things
Having blue belts with 45 items/s always seemed a little strange: where a red belt has double the capacity of a yellow, a blue belt only adds 50% more. Splitting a blue belt in half results in 2 uncompressed red belts. So with that in mind I'm certainly not opposed to a new tier of belts that can do...
- Sun Jan 07, 2024 11:21 pm
- Forum: General discussion
- Topic: That feeling when you overwrote a save
- Replies: 13
- Views: 1722
Re: That feeling when you overwrote a save
it looks like there already is some kind of mechanism to prevent you from overwriting a saved game:
- Sun Dec 31, 2023 12:46 pm
- Forum: Gameplay Help
- Topic: Power poles not connecting between blueprints
- Replies: 5
- Views: 618
Re: Power poles not connecting between blueprints
I think there's a maximum of 5 connections per power pole. If the power poles on the corners of your blueprint have a diagonal connection inwards your blueprint, besides horizontal and vertical connections, you'll exceed that limit.
- Tue Nov 21, 2023 11:44 pm
- Forum: Technical Help
- Topic: Unexpected error occurred at game start
- Replies: 3
- Views: 516
Re: Unexpected error occurred at game start
thanks for the help. I'm somewhat confused, as 12GB should be plenty according to the system requirements. But I'll check my memory usage next time the game crashes.
- Sun Nov 19, 2023 1:16 am
- Forum: Technical Help
- Topic: Unexpected error occurred at game start
- Replies: 3
- Views: 516
Unexpected error occurred at game start
Hi I recently started playing factorio. Love it, but unfortunately about 1 in 4 game launches results in a crash ('Unexpected error occured at game start). So far I'm not able to pinpoint the trigger for this error. It happened as well when Factorio was restarting to sync mods, after 1h of single pl...