Search found 102 matches
- Wed Nov 20, 2024 2:19 pm
- Forum: Resolved for the next release
- Topic: Bugs. The remains of destroyed buildings do not disappear
- Replies: 9
- Views: 587
Re: Bugs. The remains of destroyed buildings do not disappear
Only if you count space age as a mod. Attached is a demo save for the first paragraph. There are gun turret remnants covered by belts and a mix of other entitites. But the remnatns below it still exist and are not removed on placing entities over it, unless you cover the 2x2 square with a single ent...
- Wed Nov 20, 2024 12:12 pm
- Forum: Ideas and Suggestions
- Topic: Remnant removal
- Replies: 1
- Views: 93
Remnant removal
To remove a remnant, you currently need to place a single entity on the entire remnant. If you cover a remnant completely with belts, for example, the remnant stays. This makes it very annoying to remove remnants.
- Wed Nov 20, 2024 12:07 pm
- Forum: Resolved for the next release
- Topic: Bugs. The remains of destroyed buildings do not disappear
- Replies: 9
- Views: 587
Re: Bugs. The remains of destroyed buildings do not disappear
Each Remnant is only removed, if you place a single entity over all of it. If you place for example belts or assemblers perfectly covering an entire area and then deconstruct them again, there are still remnants left after you remove it. Killing a demolisher creates remnants of every building build ...
- Thu May 23, 2024 10:32 pm
- Forum: Not a bug
- Topic: Stone starter patch is inaccessible on the seed 1095719276
- Replies: 2
- Views: 749
Re: Stone starter patch is inaccessible on the seed 1095719276
If you really want to play on that map, the game does offer you a map editor with the command /editor . You can use that to build a path towards that stone patch. Furthermore, you can still place miners on that patch and use boxes or underground belts to move stone from the patch to your inventory/ ...
- Fri May 10, 2024 8:56 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 24190
Re: Friday Facts #410 - Rocket turret & Target priorities
Oh come ooooon! Give us a manual artillery control via circuit network! X, Y and FIRE! That is already possible with mods. It is just not possible to order a specfic turret to shoot a specific target, but getting the next best artillery to shoot at position X, Y via circuit signal is possible. Sadl...
- Wed Mar 06, 2024 10:54 am
- Forum: Outdated/Not implemented
- Topic: Constant combinator pulse
- Replies: 2
- Views: 556
Re: Constant combinator pulse
The feature you asked for is implemented in the mod https://mods.factorio.com/mod/pushbutton
- Sun Jan 28, 2024 7:52 am
- Forum: Modding help
- Topic: Deinit?
- Replies: 3
- Views: 514
Re: Deinit?
No. When the game opens a save file with a mod (lets call it modA), that the game doesnt run, the game has no access to modA. It should, however, be possible to have the init file of a different mod (modB), which is active, detect if modA is not active and if so, delete certain stuff, which modA cre...
- Thu Jan 18, 2024 12:46 am
- Forum: Implemented in 2.0
- Topic: Flip using F and G whith in-hand entities
- Replies: 7
- Views: 1623
Re: Flip using F and G whith in-hand entities
I am not sure if there was ever a confirmation of that, but the ability to mirror the outputs and inputs of chemplants and refineries has been discussed as a possible future feature. Thus, for some entities, especially already placed chem plants, flipping and double rotating may do two different thi...
- Sun Mar 05, 2023 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Let Tanks Flamethrower linger on ground like the hand held
- Replies: 3
- Views: 906
Re: Let Tanks Flamethrower linger on ground like the hand held
But where is the fun in not starting massive uncontrolled fires?
- Wed Jan 25, 2023 1:13 pm
- Forum: Modding help
- Topic: [SOLVED][Help] Lock item
- Replies: 7
- Views: 1697
Re: [Help] Lock item
Is the recipe called "electronic-stone-funrace" or "electric-stone-furnace"? There seems to be inconsitency between previous posts in this thread.
I think Hornwizter misspelled the recipe and with the right spelling it should work.
I think Hornwizter misspelled the recipe and with the right spelling it should work.
- Thu Sep 15, 2022 9:00 am
- Forum: Modding help
- Topic: [Solved] Skip intro but retain the crashsite
- Replies: 10
- Views: 2111
Re: Skip intro but retain the crashsite
Ok, I do not know how RNG is calculated. If it just depends on the game tick, that would be fine. But if saving as a scenario and then loading changes the RNG, this would be an issue. The amount of coal/stone dropped from coal rocks is a very important number for the first 5mins.
- Thu Sep 15, 2022 12:40 am
- Forum: Modding help
- Topic: [Solved] Skip intro but retain the crashsite
- Replies: 10
- Views: 2111
Re: Skip intro but retain the crashsite
If your TAS is set seed anyway, you could just save the game and export as a scenario after you manually skipped the intro. This scenario would then be the startpoint of your TAS. The issue with that is how to count the final time (do the few seconds during cut scence skip count) and if it did not c...
- Thu Sep 15, 2022 12:31 am
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 34
- Views: 12077
Re: Factorio confessions
It doesn't. It only turns off auto trash (stuff being moced from your inventory into the trash slots). The bots still will take stuff from your trash inventory.
- Tue Sep 13, 2022 8:41 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 9498
Re: Bots that are aware of their charge level and plan accordingly.
There is one problem I see with this suggestion. Say you have a poorly planned logistic network with a huge hole inside. Then, the bot which want to do a job at the other side of the hole leaves a roboport, calculates its recharging spot, realizes the closest recharge point is the roboport it just d...
- Tue Sep 13, 2022 8:25 pm
- Forum: Multiplayer
- Topic: Looking for players for MP
- Replies: 4
- Views: 2570
Re: Looking for players for MP
I just wanted to mention that there is a factorio discord https://discord.gg/factorio. It is very active and has a channel for searching for people to do multiplayer. You might want to look there
- Sun Sep 11, 2022 2:33 pm
- Forum: This Forum
- Topic: My topics keep getting :trashbin:ed
- Replies: 17
- Views: 4047
Re: My topics keep getting :trashbin:ed
There is this post viewtopic.php?f=7&t=3638
It says how you should write bug reports. If your posts did not cover the required information, that may be a reason to delete these posts.
It says how you should write bug reports. If your posts did not cover the required information, that may be a reason to delete these posts.
- Tue Sep 06, 2022 8:46 pm
- Forum: Not a bug
- Topic: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
- Replies: 5
- Views: 2336
Re: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
I strongly disagree with the "not a bug" assessment. When you place an item or ghost of any other entity and something is in the way, you at least get an on-screen message saying that something is in the way. When you place rails with rails in inventory, it just doesn't allow you to place ...
- Fri Jul 08, 2022 6:43 am
- Forum: Not a bug
- Topic: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue
- Replies: 3
- Views: 1196
Re: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue
This is not a bug. The productivity bonus only apllies to the net produced amount, which in this case, means the output heavy oil minus the input heavy oil. It used to work the way you described, but that was insanely broken, particular with the kovarex enrichment process. (40 to 41 u235 and you wou...
- Sun Feb 28, 2021 1:54 am
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 8730
Re: Combination of Crafting and Logistics Menu
Your assumptions may be true for vanilla, but just arent for mods. Bobs+angels regulary has more then 5 recipes that can output one item. Hiding all of these in some submenu that looks really awful to use is a bad plan. If you want to be technical and list all recipes having this item as part of the...
- Sun Feb 28, 2021 1:45 am
- Forum: Gameplay Help
- Topic: Blueprint flipping not working at all
- Replies: 8
- Views: 3971
Re: Blueprint flipping not working at all
Thats not how it works. You have to press f or g while you are holding it in your cursor and are about to place it. This is how the feature works.