Search found 20 matches
- Fri Nov 29, 2024 11:05 pm
- Forum: Gameplay Help
- Topic: Global logistic view in Factorio2?
- Replies: 2
- Views: 314
Re: Global logistic view in Factorio2?
Thanks for the reply, i put a post in suggestions.
- Thu Nov 28, 2024 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Global/remote logistic view
- Replies: 0
- Views: 137
Suggestion: Global/remote logistic view
It would be helpful to have the ability to view or search across global networks, similar to how you can tick "Global" in the Production view.
If networks are well-organised, the dialog always has enough space on the left, so it shouldn’t add too much clutter to the screen. Sometimes its a bit ...
If networks are well-organised, the dialog always has enough space on the left, so it shouldn’t add too much clutter to the screen. Sometimes its a bit ...
- Thu Nov 28, 2024 12:34 pm
- Forum: Gameplay Help
- Topic: Global logistic view in Factorio2?
- Replies: 2
- Views: 314
Global logistic view in Factorio2?
Is there a way to access a global logistics view, similar to the global statistics tick box in Production? Currently, the only method I can find with the L key is to switch to each planet and open the logistics view individually.
- Tue Nov 26, 2024 9:05 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Asteroid collector "Read content" signal includes content in its hand
- Replies: 4
- Views: 1599
Re: [2.0.12] Asteroid collector "Read content" signal includes content in its hand
Awesome.. a box doesn't include what an inserter has waiting in its arm so this was unexpected to me too. I know its not quite the same.
- Wed Nov 20, 2024 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"
- Replies: 3
- Views: 2023
Re: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"
Shortcut keys for selecting pins would be very useful too. Navigating around remote view is a bit cumbersome.
- Thu Nov 14, 2024 9:26 pm
- Forum: Gameplay Help
- Topic: Help understand power draw in 2.0
- Replies: 14
- Views: 2244
Re: Help understand power draw in 2.0
again max CONSUMPTION != max input flow. The max consumption have been reduced cause they nerfed by half robot recharge rate (off topic: OMG THAT EXPLAIN A LOT) and so max consumption have been reduced automatically (that calculate by game engine it's not a config number). It should be ...
- Wed Nov 13, 2024 8:58 pm
- Forum: Gameplay Help
- Topic: Help understand power draw in 2.0
- Replies: 14
- Views: 2244
Re: Help understand power draw in 2.0
Looks like you're right
https://wiki.factorio.com/Roboport
for Roboport - I thought it was 2.1MW?https://wiki.factorio.com/Roboport
2.0.7
Reduced max energy consumption from 5 MW to 2.1 MW.
- Wed Nov 13, 2024 10:43 am
- Forum: Gameplay Help
- Topic: Help understand power draw in 2.0
- Replies: 14
- Views: 2244
Re: Help understand power draw in 2.0
Thanks, will check that outStargateur wrote: Wed Nov 13, 2024 9:45 am If you are fine with mod https://mods.factorio.com/mod/ElectricPriority could help I just update it.
- Wed Nov 13, 2024 10:35 am
- Forum: Gameplay Help
- Topic: Help understand power draw in 2.0
- Replies: 14
- Views: 2244
Re: Help understand power draw in 2.0
I checked with a command, all the roboports were all charged both times i observed this. The base has been idling, no bots have moved in an hour or so.
But their draw was only 12.5MW during the brownout, less than needed. Either way, if they started leaking charge.. still that draw would need ...
But their draw was only 12.5MW during the brownout, less than needed. Either way, if they started leaking charge.. still that draw would need ...
- Wed Nov 13, 2024 4:51 am
- Forum: Gameplay Help
- Topic: Help understand power draw in 2.0
- Replies: 14
- Views: 2244
Re: Help understand power draw in 2.0
I've just got back into Factorio 2.0 after not playing a while. Loving it so far, nice work guys :)
I don't understand this power draw though, what is drawing 4.6GW?? I found some old 1.0 posts about bugs with satisfaction but couldn't find anything for 2.0
There's 700 roboports which are all ...
- Wed Nov 13, 2024 4:49 am
- Forum: Gameplay Help
- Topic: Help understand power draw in 2.0
- Replies: 14
- Views: 2244
Re: Help understand power draw in 2.0
This should be 600MW by my count.. and i thought they only charged when supply exceeded demand?adam_bise wrote: Tue Nov 12, 2024 9:46 pm I beleive the 21.2 MW / 4.6 GW is referring mostly to the potential draw by your empty accus
- Tue Nov 12, 2024 9:04 pm
- Forum: Gameplay Help
- Topic: Help understand power draw in 2.0
- Replies: 14
- Views: 2244
Help understand power draw in 2.0
I've just got back into Factorio 2.0 after not playing a while. Loving it so far, nice work guys :)
I don't understand this power draw though, what is drawing 4.6GW?? I found some old 1.0 posts about bugs with satisfaction but couldn't find anything for 2.0
There's 700 roboports which are all ...
I don't understand this power draw though, what is drawing 4.6GW?? I found some old 1.0 posts about bugs with satisfaction but couldn't find anything for 2.0
There's 700 roboports which are all ...
- Sun Nov 10, 2024 1:48 am
- Forum: Gameplay Help
- Topic: Map deconstruct delay
- Replies: 1
- Views: 263
Map deconstruct delay
Anyone know how i can disable this new deconstruct delay from the map? I swap back and forth a lot to the map and its just an unnecessary delay particularly with the undo feature.
https://www.youtube.com/watch?v=wA-s8JNsyds
https://www.youtube.com/watch?v=wA-s8JNsyds
- Thu Jul 18, 2019 8:53 am
- Forum: Pending
- Topic: [0.17.56] IP address and port used for different player
- Replies: 2
- Views: 1843
Re: [0.17.56] IP address and port used for different player
I haven't really found a pattern yet, mostly just servers that are >200ms
I did get a log snippet from when it did happen
https://pastebin.com/raw/dXSXetmN
I did get a log snippet from when it did happen
https://pastebin.com/raw/dXSXetmN
- Mon Jul 15, 2019 11:31 am
- Forum: Minor issues
- Topic: Server saving map GUI alignment glitch
- Replies: 2
- Views: 1157
- Mon Jul 15, 2019 9:36 am
- Forum: Minor issues
- Topic: Server saving map GUI alignment glitch
- Replies: 2
- Views: 1157
Server saving map GUI alignment glitch
Server was repeatedly flashing "Saving map for player" then it started Not responding
The lower bar didn't align properly
https://imgur.com/0aMdKTP
The lower bar didn't align properly
https://imgur.com/0aMdKTP
- Sun Jul 14, 2019 12:46 am
- Forum: Pending
- Topic: [0.17.56] IP address and port used for different player
- Replies: 2
- Views: 1843
[0.17.56] IP address and port used for different player
Since 0.17 i frequently have this issue
I connect to a server and it waits for the server to save the map which finishes and then it says "Server is not responding".
When I click Reconnect I get the error "IP address and port used for different player" and goes back to the menu.
If i try again ...
I connect to a server and it waits for the server to save the map which finishes and then it says "Server is not responding".
When I click Reconnect I get the error "IP address and port used for different player" and goes back to the menu.
If i try again ...
- Fri Mar 09, 2018 5:31 am
- Forum: Gameplay Help
- Topic: Disable car damage?
- Replies: 2
- Views: 2290
Re: Disable car damage?
Ah perfect! Thanks 

- Thu Mar 08, 2018 6:43 am
- Forum: Gameplay Help
- Topic: Disable car damage?
- Replies: 2
- Views: 2290
Disable car damage?
Hi all
I've seen some MP maps where the vehicle doesn't take any damage when it hits things - and doesn't deal any damage to buildings or players. I can't figure out how this is done, i saved one MP map with this and disabled all the custom LUA and it still worked. It must be something inside level ...
I've seen some MP maps where the vehicle doesn't take any damage when it hits things - and doesn't deal any damage to buildings or players. I can't figure out how this is done, i saved one MP map with this and disabled all the custom LUA and it still worked. It must be something inside level ...
- Wed May 24, 2017 8:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 262257
Re: [MOD 0.12.x] Autofill
Sorry for the confusion with the other copy of the mod. At the time it didn't work for 0.15 so I uploaded a quick patch called autofill15 to play with some randoms, the credits were not changed in the mod. I was new to the mod portal and I didn't realise you couldn't change the mod name or delete it ...