+1
this seems like a good addition!
Search found 140 matches
- Wed May 14, 2025 7:20 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 51
- Views: 8771
- Mon Apr 28, 2025 12:33 am
- Forum: Not a bug
- Topic: [2.0.45] Artillery Wagon color missing
- Replies: 1
- Views: 239
[2.0.45] Artillery Wagon color missing
Hello,
it seems the dark/military green color of the artillery wagon is gone. i searched the changelogs but there was no mention of it being removed.
for comparison, here is the wiki picture of the artillery wagon and the one in the game:
wiki:
https://wiki.factorio.com/images/Artillery_wagon ...
it seems the dark/military green color of the artillery wagon is gone. i searched the changelogs but there was no mention of it being removed.
for comparison, here is the wiki picture of the artillery wagon and the one in the game:
wiki:
https://wiki.factorio.com/images/Artillery_wagon ...
- Tue Feb 11, 2025 6:07 pm
- Forum: Ideas and Suggestions
- Topic: Demolishers should damage each other
- Replies: 7
- Views: 554
Re: Demolishers should damage each other
on my first trip to vulcanus i tried the exact same thing and was dissapointed it didnt work.
so +1 from me.
so +1 from me.
- Sat Jan 25, 2025 9:45 pm
- Forum: General discussion
- Topic: Is there a way to decipher code from a blueprint?
- Replies: 5
- Views: 705
Re: Is there a way to decipher code from a blueprint?
there are some decoders around like this one:
https://burnysc2.github.io/Factorio/Too ... Blueprint/
https://burnysc2.github.io/Factorio/Too ... Blueprint/
- Mon Jan 20, 2025 8:26 pm
- Forum: Gameplay Help
- Topic: Am I stuck on Gleba?
- Replies: 8
- Views: 990
Re: Am I stuck on Gleba?
the game creates an autosave on your first trip to a new planet. maybe start over from there?
- Fri Jan 10, 2025 2:39 pm
- Forum: Questions, reviews and ratings
- Topic: k2 and se in sa
- Replies: 10
- Views: 5616
Re: k2 and se in sa
Now already 2025. And still none of the (most popular) overhauls are actually updated for 2.0. :s
only 3 months after release. give the mod authors some time to play the expansion.
i have some small mods of my own, but i have not updated them yet, because even with a small mod it is a lot of ...
- Sun Dec 29, 2024 4:59 am
- Forum: Minor issues
- Topic: [2.0.28] Window is unresponsive during launch
- Replies: 4
- Views: 650
Re: [2.0.28] Window is unresponsive during launch
I have the same "problem" or behavior. but i never seen it as a bug, just the game loading its stuff from the disk.
Moving the game from HDD to SSD helped to shorten the time the window is unresponsive a lot.
In my experience a lot of games have this behavior on starting.
Moving the game from HDD to SSD helped to shorten the time the window is unresponsive a lot.
In my experience a lot of games have this behavior on starting.
- Sun Dec 15, 2024 2:28 pm
- Forum: Gameplay Help
- Topic: Radar Perma-Reveal
- Replies: 5
- Views: 500
Re: Radar Perma-Reveal
Roboports have radar coverage now too
- Sat Nov 23, 2024 12:05 am
- Forum: Ideas and Suggestions
- Topic: Agricultural Tower Grid
- Replies: 18
- Views: 2354
Re: Agricultural Tower Grid
+1
also let us see the grid from the map/remote view
also let us see the grid from the map/remote view
- Tue Nov 19, 2024 12:44 pm
- Forum: Ideas and Suggestions
- Topic: A view mode that ignores elevated rails
- Replies: 15
- Views: 2031
Re: A view mode that ignores elevated rails
i second this.
in places like this, its really hard to see or change things if there are elevated rails on top
2024-11-19 13_34_09-Factorio_ Space Age 2.0.20.png
maybe a solution like rollercoaster-tycoon where you could make the rides transparent but still see a hint of them would be a good ...
in places like this, its really hard to see or change things if there are elevated rails on top
2024-11-19 13_34_09-Factorio_ Space Age 2.0.20.png
maybe a solution like rollercoaster-tycoon where you could make the rides transparent but still see a hint of them would be a good ...
- Mon Nov 18, 2024 4:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][2.0.11] Super Force Building Over Belts Forces Incorrect Belt Orientation
- Replies: 9
- Views: 3328
Re: [kovarex][2.0.11] Super Force Building Over Belts Forces Incorrect Belt Orientation
i know its already fixed but my workaround for this was to just super force build it twice to get the correct result
- Mon Nov 11, 2024 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 23
- Views: 8467
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
+1
the selector combinator would be perfect for this. as it stated in the FFF it woud be a catch-all solution for niche applications like this
https://factorio.com/blog/post/fff-384
Since the scope of the Selector combinator is quite broad, there is also room for further functions we could give it ...
the selector combinator would be perfect for this. as it stated in the FFF it woud be a catch-all solution for niche applications like this
https://factorio.com/blog/post/fff-384
Since the scope of the Selector combinator is quite broad, there is also room for further functions we could give it ...
- Fri Nov 08, 2024 2:17 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 20034
Re: Friday Facts #436 - Lost in Translation
.
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P̷̧̪̯͔̪͈͉̖̲̣͖̐̋̓̓̏̅̀͛̈́̉͋̍̃͐͑͘̕̚l̸̛̛̼̜̖̣̞̻͕̆̋̂̓̉̌̌̀͊͆͘ě̸̡̻̠͙̙̼̹̭̱̘͚̘̰̰͓̠̹̺̥̳̦̟͉̦̱̠̥̟̻̥̱̦͐̒̅͆̔̂̃̈͊͛́̕͜ͅͅͅà̴̛̘̖̹̘͙̖̖͎̋̔̌͜ͅś̸̨̛̘̪͎͎̰̦̼́̍̔͊̊͋̿̿͗̏͋̈́͂̐̒̈́͒̆̽̔̅̋̎͑͝͠͠͝ȩ̶̢̡̥̺̥̭̤͖̣͔̜̪͙̜̤̱̫̤̻̱͇͓̰̝͚̤̖̩̖̙̥̪̀̊͑̈͋̌̃͗̾̈͒̾̈́̌͋̒̂͒͊̏̆̿̕̕͜͜͠͠ͅ ̶̨̛̱̏͆̽͋̊͗̏͛͛̀̾̊̊͆̉̀̈́̈̀̑́͝͝͠ą ...
- Tue Nov 05, 2024 6:08 pm
- Forum: Minor issues
- Topic: It's possible to get science - softlocked on Vulcanus.
- Replies: 18
- Views: 4632
Re: It's possible to get science - softlocked on Vulcanus.
if you manage to get yourself to vulcanus without power poles, you still can send some with your space platform
Umm... no? Power poles aren't needed on the space platform, if you didn't load them in, and don't have bots to load them from Nauvis, this will not be possible.
There was a very ...
- Tue Nov 05, 2024 2:55 pm
- Forum: Minor issues
- Topic: It's possible to get science - softlocked on Vulcanus.
- Replies: 18
- Views: 4632
Re: It's possible to get science - softlocked on Vulcanus.
if you manage to get yourself to vulcanus without power poles, you still can send some with your space platform
- Mon Oct 28, 2024 9:37 pm
- Forum: Not a bug
- Topic: [2.0.11] Circuit signal ALL ignores quality items
- Replies: 13
- Views: 1194
Re: [2.0.11] Circuit signal ALL ignores quality items
I was about to create a bug report, but I found this post
This situation is really a problem.
In the original game, I was able to make a simple ore loading balancer, calculating the "arithmetic mean" between all chests.
0eNrll22OmzAQhu/in5XZxuYrcJVVFAGZJFbBIGPSphEH6D16sp6kM5Al6ZYtEKm/QqToDTN ...
- Tue Oct 22, 2024 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Please add "Left-click to throw" weapons again
- Replies: 5
- Views: 1261
Re: Please add "Left-click to throw" weapons again
Hello,
you can rebind the key in the control settings under "use item" after rebind:
you can rebind the key in the control settings under "use item" after rebind:
- Tue Oct 22, 2024 3:57 pm
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 59792
Re: Version 2.0.7
can someone explain this?
what does it do? how to use it? i havent found anything in the fff posts relating to the circuit network
- Fri Oct 11, 2024 1:30 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 56935
Re: Friday Facts #432 - Aquilo
can we provide heat to the base with steam pipes also? or maybe let a heat exchanger work in both ways? (steam in/heat out)
- Wed Aug 28, 2024 6:09 pm
- Forum: Ideas and Requests For Mods
- Topic: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
- Replies: 8
- Views: 1184
Re: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
you can use the vanilla loader (obtainable with the console or mods) to fill buildings up to the stack size