Search found 266 matches
- Tue Nov 19, 2024 8:41 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 39
- Views: 8377
Re: Version 2.0.20
Please change the icons back. They look ugly and I can't revert my save file to an older version. I'm doing an acheivement run without mods otherwise I'd install a cosmetic mod. 11-20-2024, 01-49-33.png Can you be more specific? I was actually recently approving these, and I find it to be an improv...
- Sun Nov 17, 2024 8:10 pm
- Forum: Modding help
- Topic: How to handle manual copper-wire connections?
- Replies: 5
- Views: 254
Re: How to handle manual copper-wire connections?
Found out how to do this thanks to darkfrei. In Entity code: auto_connect_up_to_n_wires = 0 -- for Factorio 2.0 - Space Age see https://mods.factorio.com/mod/ConnectionBox/discussion/673534e00d7004a362eb2894 Problem with the new method, is that now one cannot tell if new power pole is placed close e...
- Sun Nov 17, 2024 1:54 am
- Forum: Ideas and Suggestions
- Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
- Replies: 32
- Views: 1090
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
After running afoul of this one myself, I went ahead and made a mod. It uses three separate new intermediates that you can choose to use, or not, to try to stay as compatible as possible with whatever existing rocket setup someone might have, and also still gain any benefits for making the rocket p...
- Sun Nov 17, 2024 1:17 am
- Forum: General discussion
- Topic: Main bus newbie question
- Replies: 16
- Views: 982
Re: Main bus newbie question
Hi, I've played a LOT of Factorio, but never really progressed beyond spaghetti phase :D WIth lots of manual insertion. My question is: When you make a main bus - let's say left to right (eastwards), that kind of locks you into expanding ever westwards in search of more resources, doesn't it? Becau...
- Sun Nov 17, 2024 1:06 am
- Forum: General discussion
- Topic: Thank you for Fluid 2.0
- Replies: 8
- Views: 996
Re: Thank you for Fluid 2.0
Yes. I like.
- Sun Nov 17, 2024 1:04 am
- Forum: General discussion
- Topic: Beacon diminishing returns
- Replies: 9
- Views: 1065
Re: Beacon diminishing returns
I have not used Beacons in 2.0, and it seems like months or years since I have used them in Factorio 1.1.
So have not noticed the differences. Maybe I should look at the wiki.
So what are some 'use' cases for Factorio 2.0? Is the new Quality thing making Beacons less useful?
So have not noticed the differences. Maybe I should look at the wiki.
So what are some 'use' cases for Factorio 2.0? Is the new Quality thing making Beacons less useful?
- Sun Nov 17, 2024 12:38 am
- Forum: General discussion
- Topic: Active provider (purple) chests redundant in 2.0?
- Replies: 15
- Views: 1220
Re: Active provider (purple) chests redundant in 2.0?
Thanks Tertius. As for delivering to my Inventory: I guess I have not noticed the robots delivering too much, is because for many items I just set the lower request value but don't set the max value. I do pay a lot of attention on many items and set the upper limit so have no issue with those. Also ...
- Sun Nov 17, 2024 12:23 am
- Forum: Ideas and Suggestions
- Topic: Simplify inventory sounds (more like 1.1) or add option
- Replies: 9
- Views: 549
Re: Simplify inventory sounds (more like 1.1) or add option
I have been using the VolumeControl Mod to deal with this in the past. But I am thinking of disabling all of the UI sounds. I would rather just hear ambient sounds, and various machines when I get close to them.
- Sun Nov 17, 2024 12:17 am
- Forum: General discussion
- Topic: Best way to up plastic production on vulcanus
- Replies: 5
- Views: 3665
Re: Best way to up plastic production on vulcanus
Why not ship plastic from Nauvis? (I have not gone to space yet in 2.0)
- Sat Nov 16, 2024 11:19 pm
- Forum: General discussion
- Topic: Robots stuck in air
- Replies: 5
- Views: 297
Re: Robots stuck in air
Or maybe they are waiting to charge first. I think their need to charge has priority over delivering items.
- Sat Nov 16, 2024 10:15 pm
- Forum: General discussion
- Topic: Active provider (purple) chests redundant in 2.0?
- Replies: 15
- Views: 1220
Re: Active provider (purple) chests redundant in 2.0?
Am I missing something, or is a purple chest now just a requester chests with "trash unrequested" and no requests? Sure there's a visual difference which could contribute to understandability, but everything else in factorio seems to trend toward single items with multiple modes, and purp...
- Sat Nov 16, 2024 8:21 am
- Forum: Modding help
- Topic: [2.0.x] Offshore pump not buildable on pipe with liquid other than water
- Replies: 2
- Views: 148
Re: [2.0.x] Offshore pump not buildable on pipe with liquid other than water
change fluid_box.filter = "water" to something else? like lava or lava-hot
I think lava is considered a water tile.
I think lava is considered a water tile.
- Sat Nov 16, 2024 3:22 am
- Forum: Modding help
- Topic: How to handle manual copper-wire connections?
- Replies: 5
- Views: 254
Re: How to handle manual copper-wire connections?
Relevant post: viewtopic.php?f=6&t=91100
Due to a change in Factorio v2.0.7 this is no longer possible.
Due to a change in Factorio v2.0.7 this is no longer possible.
- Sat Nov 16, 2024 3:01 am
- Forum: Modding help
- Topic: Copper wire between pole and logistic port
- Replies: 1
- Views: 115
Re: Copper wire between pole and logistic port
No. Copper is for power only.
- Fri Nov 15, 2024 3:59 am
- Forum: Ideas and Suggestions
- Topic: Option to Lock Power Poles Against Auto-connection
- Replies: 18
- Views: 6394
Re: Option to Lock Power Poles Against Auto-connection
I have been using code based on Darkfrei's mod as mentioned above. It was Quite Useful. Now with the recent Factorio 2.0.7 update, this mod is now broken. -- Removed LuaEntity::neighbours support for electric poles and power switches. -- Removed LuaEntity::connect_neighbour and LuaEntity::disconnect...
- Thu Nov 14, 2024 5:49 pm
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 59
- Views: 5803
Re: Well, Fulgora sucks [Spoilers]
Not feeling to quote the above again, but maybe MrDoctor should not see himself as the only data point to measure difficulty? To some people reaching Space is a big challenge, to others it´s a breeze. I, personally, challenge myself with crazy lategame factories and absolutely love trains. Others s...
- Thu Nov 14, 2024 5:29 pm
- Forum: This Forum
- Topic: Block thread of Foe
- Replies: 0
- Views: 99
Block thread of Foe
In Steam, threads are hidden from those I have blocked. It would be nice to be able to do that on these forums. At the minimum, there would be a text saying that this thread was created by someone on my 'Foe' list. Would make it easier to ignore the thread and move on. Currently, I have to open the ...
- Thu Nov 14, 2024 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Posibility to take and and add items to the Cargo Bay
- Replies: 13
- Views: 1812
Re: Posibility to take and and add items to the Cargo Bay
Thanks. I watched a video by Nilaus, and it makes more sense now.
- Thu Nov 14, 2024 12:24 am
- Forum: Ideas and Suggestions
- Topic: Posibility to take and and add items to the Cargo Bay
- Replies: 13
- Views: 1812
Re: Posibility to take and and add items to the Cargo Bay
I think one answer, is to remove the Cargo Bays, and let me research additional slots.
- Sun Nov 10, 2024 2:19 am
- Forum: General discussion
- Topic: Bots grab new repair packs every time?
- Replies: 6
- Views: 840
Re: Bots grab new repair packs every time?
Hello, I also encountered this issue but I found a potential solution (if you guys have it set up the same way as I did) In my mall I had the repair packs being deposited into a storage chest, which the bots seem to for some reason prioritize over the packs in roboports. Switching that chest to be ...