Search found 38 matches

by MrBadDragon
Fri Sep 29, 2023 8:43 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 106614

Re: Friday Facts #378 - Trains on another level

kickbackman1277 wrote: ↑Fri Sep 29, 2023 12:29 pm As we can’t walk on the bridges what happens if for example a train runs out of fuel on elevated tracks over water?
Land fill path to the train....
by MrBadDragon
Sat May 14, 2022 1:59 am
Forum: Technical Help
Topic: 1.1.59 - issues with mod compatibility
Replies: 2
Views: 930

Re: 1.1.59 - issues with mod compatibility

Thanks! That was the reason. I have never noticed this before.
by MrBadDragon
Fri May 13, 2022 11:49 pm
Forum: Technical Help
Topic: 1.1.59 - issues with mod compatibility
Replies: 2
Views: 930

1.1.59 - issues with mod compatibility

I'm having issues in 1.1.59 with mod dependencies when creating a new game. Affecting Kratstorio 2 where it says that requires Krastorio 2 assets >= 1.1.0 and K2 assets says requires version of K2 >= 1.2.7. current K2 version is 1.2.25 Also noticing this impacting space ex and aai industries All mod...
by MrBadDragon
Sat Apr 10, 2021 5:55 am
Forum: Not a bug
Topic: Artillery priority issues
Replies: 4
Views: 1805

Re: Artillery priority issues

Whether this is a bug or not, running into aggroed biters is something you have to deal with yourself. If you load a gun, you have to assume it will be in range of something and therefore shoot it. It might be in an active but yet unrevealed chunk. Therefore you have to protect it and not stand in ...
by MrBadDragon
Fri Apr 09, 2021 6:03 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 148219

Re: Version 1.1.0

About the movment of the armor/ammo window to the left. The reasons are simple: 1) We needed more space for it now, as it can show both the player and the vehicle and there are shortcuts + alert on the right side already 2) It adds more space for the right panel tooltip info The change is slightly ...
by MrBadDragon
Fri Apr 09, 2021 4:09 am
Forum: Not a bug
Topic: Artillery priority issues
Replies: 4
Views: 1805

Artillery priority issues

When using the artillary targetting tool the game does not use closest artillary site. Exhibit A.PNG Case in point - I want to bomb the enemy position in the vacinity of the red circle. each of my bases have shells and I would expect that the two bases circled in blue, being the closest to the targe...
by MrBadDragon
Tue Nov 24, 2020 4:51 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 148219

Re: Version 1.1.0

Moved the character/vehicle gun window to the left of the quickbar. I play on two screens - and use the left screen for the game - now my import player data like weapons are at the far side of the screen, not handily in the middle of my field of view. I can't see an option to move it back - can you ...
by MrBadDragon
Sat Nov 21, 2020 10:34 pm
Forum: General discussion
Topic: Alt-F4 #14 - Exploring the Infinite
Replies: 6
Views: 4930

Re: Alt-F4 #14 - Exploring the Infinite

try adding factorio to your search.... you have to narrow the field first.

It's not rocket science.... well technically space exploration does count I guess
by MrBadDragon
Tue Oct 20, 2020 1:55 am
Forum: Gameplay Help
Topic: Lazy Bastard achievement question
Replies: 4
Views: 2220

Re: Lazy Bastard achievement question

Basically you can craft the following additional items.
1 x Burner Miners
4 x Stone furnaces ( 1 for burner miner, 1 for boiler)
1 x Assembler
1 x lab
10 x Red Science
1 x Off shore pump
1 x Boiler
1 x Steam Engine
2 x power poles (1 craft for 2 poles)
by MrBadDragon
Tue Oct 13, 2020 11:14 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 92073

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Just have a fuel train that drops fuel off at every station yeah... that's one of the workarounds that i don't like. and one that is not even possible in some cases. If it is possible to route the train to a fueling station, then how can it be impossible to send fuel to a station on the train's rou...
by MrBadDragon
Tue Sep 15, 2020 4:19 am
Forum: Ideas and Suggestions
Topic: Make logistic requests easy to find.
Replies: 2
Views: 1126

Make logistic requests easy to find.

It would be handy to be able to have a toggle to allow you to sort logistic requests much like your inventory is sorted. Alternatively when you hover over a logistic request the inventory items light up. Can this functionality be inverted so that when you hover over an item in your inventory, the co...
by MrBadDragon
Sun Aug 02, 2020 3:13 am
Forum: Not a bug
Topic: [0.18.38] "Select new contents for the blueprint" saves blueprint directly after new selection
Replies: 3
Views: 2043

Re: [0.18.38] "Select new contents for the blueprint" saves blueprint directly after new selection

I can see why this is needed. Is there the ability to add an undo/revert feature?
by MrBadDragon
Sat Aug 01, 2020 10:32 pm
Forum: Duplicates
Topic: No way to cancel replace blue prints option
Replies: 1
Views: 871

No way to cancel replace blue prints option

When updating the contents of a blueprint, changes are committed without saving. I accidentally overwrote a key blueprint with no way to recover this. Steps to replicate: 1. Create a blueprint and save it. 2. Select the tool to update contents and use it. At this stage the blueprint has changed. 3. ...
by MrBadDragon
Tue Jul 28, 2020 5:26 am
Forum: Ideas and Suggestions
Topic: Let the car and tank move like the player (omnidirectional wheels)
Replies: 54
Views: 15589

Re: Let the car and tank move like the player (omnidirectional wheels)

I've found that after 2500+ hours in the game, that driving has become natural and I don't really have too many issues. Just takes a bit of practice to get the hang of it. Guess it helps that I've been driving irl for 40 years :-) Parking the car in my carpark, or driving in my base on the other han...
by MrBadDragon
Tue Jul 21, 2020 5:11 am
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 47
Views: 22013

Re: Add the ability to connect splitters to circuit network

The first application came about when I wanted to set the priority function of a splitter to on when the number of an item down stream dropped below a certain number. I was happy with two branches of my factory each getting 50% of the inbound resources, however the loads on each branch were not equa...
by MrBadDragon
Mon Jul 20, 2020 11:59 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 47
Views: 22013

Add the ability to connect splitters to circuit network

TL;DR Allow splitters to become programatically "smart" in their operation. What ? Connecting splitters to the circuit network would allow for conditional branching of resource flows. I.e. the ability to have a splitter send items to one side as a priority based upon down stream requireme...
by MrBadDragon
Tue Jun 30, 2020 12:36 am
Forum: Ideas and Suggestions
Topic: Add a Active Mod Toggle to Manage Mods Panel
Replies: 0
Views: 763

Add a Active Mod Toggle to Manage Mods Panel

When you have a lot of mods installed, it becomes annoying to scroll down the list to see what you have currently enabled. There is a need for a toggle setting for All Mods/Enabled Mods for this list.
by MrBadDragon
Sun Mar 22, 2020 12:13 pm
Forum: Ideas and Suggestions
Topic: GUI Mod Portal Feature Request
Replies: 2
Views: 1115

Re: GUI Mod Portal Feature Request

As my wife says ALL the time - "it's the little things..."
by MrBadDragon
Sat Mar 21, 2020 12:24 am
Forum: Ideas and Suggestions
Topic: GUI Mod Portal Feature Request
Replies: 2
Views: 1115

GUI Mod Portal Feature Request

When on the update tab in the mod portal and I have selected some mods to update, the Confirm Button is green however the update selected is neutral grey. I am forever clicking on the shiny green confirm button, as it is more visible. Would there be benefit to having the update selected button becom...

Go to advanced search