Search found 25 matches
- Sat May 02, 2020 5:25 pm
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 21246
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Because of this FFF I'm a little bit confused. I thought that biters can't cross water. But in the FFF water biters were mentioned and shown. I just started a new world with a starting area nearly surrounded by water. I wanted to defend only the land bridges until I expand later. Will this be enoug...
- Sat May 02, 2020 4:57 pm
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 21246
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Because of this FFF I'm a little bit confused. I thought that biters can't cross water. But in the FFF water biters were mentioned and shown. I just started a new world with a starting area nearly surrounded by water. I wanted to defend only the land bridges until I expand later. Will this be enough...
- Sat Mar 28, 2020 12:07 am
- Forum: Technical Help
- Topic: Unknown symbols hiding part of the GUI
- Replies: 2
- Views: 952
Re: Unknown symbols hiding part of the GUI
Thank you! That was the problem
- Fri Mar 27, 2020 11:15 pm
- Forum: Technical Help
- Topic: Unknown symbols hiding part of the GUI
- Replies: 2
- Views: 952
Unknown symbols hiding part of the GUI
Hello, I have the problem that two symbols hide a part of the user interface of factorio on the down right side of the screen. They hide the ammunition display (I added a screenshot). First I thought that these are steam symbols but I can't deactivate them. Do someone know what they are and how I ca...
- Wed Aug 21, 2019 8:37 pm
- Forum: Mods
- Topic: Can't start savegame with Infinity Mode mod
- Replies: 4
- Views: 1416
Re: Can't start savegame with Infinity Mode mod
My thread in the mod portal has been trashed and I don't know why. Is there a possibility to send the creator of the mod a mail? In the mod portal you can't private messages to the best of my knowledge.
- Fri Aug 16, 2019 11:03 pm
- Forum: Mods
- Topic: Can't start savegame with Infinity Mode mod
- Replies: 4
- Views: 1416
Re: Can't start savegame with Infinity Mode mod
Good idea. I will do that. Thanks.
- Fri Aug 16, 2019 7:31 pm
- Forum: Mods
- Topic: Can't start savegame with Infinity Mode mod
- Replies: 4
- Views: 1416
Can't start savegame with Infinity Mode mod
Hello, I downloaded and installed the mod "Infinity Mode". When I wanted to start a savegame for which I was already using the "Creative Mode" mod, I got the error message on the attached screenshot. Even after deactivating all mods except the "Infinity Mode" mod the er...
- Mon Jul 01, 2019 5:58 pm
- Forum: Gameplay Help
- Topic: More lane changers or not?
- Replies: 6
- Views: 3174
Re: More lane changers or not?
If your plan was to stack another loading bay above the existing one then I understand your question as ' should i connect my exit lanes more frequently ? ' Because to my eyes the rest would behave as intended when scaled toward north except maybe for some missing rail signal to cut the block just ...
- Mon Jun 17, 2019 3:41 pm
- Forum: Gameplay Help
- Topic: More lane changers or not?
- Replies: 6
- Views: 3174
Re: More lane changers or not?
No ideas or suggestions?
- Wed Jun 12, 2019 9:45 pm
- Forum: Gameplay Help
- Topic: More lane changers or not?
- Replies: 6
- Views: 3174
Re: More lane changers or not?
I'm sorry, I forgot to post images
- Wed Jun 12, 2019 10:10 am
- Forum: Gameplay Help
- Topic: More lane changers or not?
- Replies: 6
- Views: 3174
More lane changers or not?
Hello everybody, at the moment I'm planning train stations with a stacker in front of them. There are 2 parallel tracks leading to the stacker. From the stacker to the stations also 2 parallel tracks lead, and after the station the trains can drive over 2 tracks back to the main line. Would you conn...
- Tue Jun 04, 2019 11:47 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 4 belts beaconed smelter row
- Replies: 43
- Views: 32796
Re: 4 belts beaconed smelter row
Thank you for the explanation. That means that I don't have to balance the 6 belts to 4 belts.
- Mon Jun 03, 2019 12:41 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 158567
Re: Modular Extensible PnP Factory
At the moment I plan a megabase with factories along one long rail track. The idea is from zOldBulldog.
Every factory along the rail track will be expandable according to your PnP concept.
Every factory along the rail track will be expandable according to your PnP concept.
- Fri May 31, 2019 11:16 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 4 belts beaconed smelter row
- Replies: 43
- Views: 32796
Re: 4 belts beaconed smelter row
Mine works perfectly in 0.17, 180/s no gaps Would you mind to share the blueprint of your design? Nice one. Good design, if you use only one type of ore. Could you perhaps explain your answer to me? With your design, I can't process multiple types of ore per line at the same time, can I? Edit: Whic...
- Sun Apr 28, 2019 7:35 am
- Forum: Railway Setups
- Topic: Bulldog Main Line
- Replies: 16
- Views: 14524
Re: Bulldog Main Line
Thank you for your full answer and the compliment.
- Sat Apr 27, 2019 9:14 pm
- Forum: Railway Setups
- Topic: Bulldog Main Line
- Replies: 16
- Views: 14524
Re: Bulldog Main Line
Hello, I like the idea of this design. I think I will try this to build my first modular base. What I yet not understand: Why is left hand drive better? You wrote that ore trains should never touch the main line. But what do you think of this idea: In one direction (e.g. to the west) the line expand...
- Sun Mar 24, 2019 1:52 pm
- Forum: General discussion
- Topic: Correct export of blueprints
- Replies: 2
- Views: 1076
Re: Correct export of blueprints
Thank you!
- Sun Mar 24, 2019 12:41 am
- Forum: General discussion
- Topic: Correct export of blueprints
- Replies: 2
- Views: 1076
Correct export of blueprints
Hello,
I searched the forum but I'm not sure about the results. If I want to export my blueprints is it enough to save the file "blueprint-storage.dat"? Can I later just copy the saved file to the Factorio directory to restore my blueprints?
Thank you for your help.
Regards.
Sargas
I searched the forum but I'm not sure about the results. If I want to export my blueprints is it enough to save the file "blueprint-storage.dat"? Can I later just copy the saved file to the Factorio directory to restore my blueprints?
Thank you for your help.
Regards.
Sargas
- Tue Mar 12, 2019 1:52 pm
- Forum: Gameplay Help
- Topic: Belts for 1.000 science per minute
- Replies: 8
- Views: 3931
Re: Belts for 1.000 science per minute
Just another idea comes into my mind: Why not feed new materials to the main bus from the side if it dries out? Perhaps with trains. That way I can use the existing belts fully the whole way down and don't need to have belts available that are empty half the way. What do you think? Have some of you ...
- Sat Mar 09, 2019 11:32 am
- Forum: Gameplay Help
- Topic: Belts for 1.000 science per minute
- Replies: 8
- Views: 3931
Re: Belts for 1.000 science per minute
Thank you for your feedback. To be honest, I didn't calculate with modules. That should be changed. I want to build a big main bus because I love straightforward designs. But I want to have the possibility to expand in an easy way, too. Perhaps I will simply try the modular layout and look how it wo...