Search found 19 matches
- Sun Mar 14, 2021 9:27 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55755
Re: Industrial Revolution 2 discussion
What is the "generator manager"? The "Burner generator equipment" description says "The generator manager (see quickbar) can automatically top up equipment fuel slots using matching items from your inventory." However, when I look at the quickbar, I see nothing which fi...
- Wed Apr 22, 2020 6:19 am
- Forum: Gameplay Help
- Topic: How do I make a blueprint?
- Replies: 3
- Views: 1414
Re: How do I make a blueprint?
Thank you. It looks like Alt-B works, but the "New blueprint" button isn't available until I've researched some technology.
- Wed Apr 22, 2020 5:21 am
- Forum: Gameplay Help
- Topic: How do I make a blueprint?
- Replies: 3
- Views: 1414
How do I make a blueprint?
How do I make a blueprint? I'm playing on version 0.18.19.
- Fri Mar 20, 2020 10:48 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101401
Re: Friday Facts #339 - Beacon HR + Redesign process
I have a suggestion which I haven't seen mentioned here yet: Why don't you come up with an explanation for how the beacon actually works, then build its design around that? If the beacon works by constantly analyzing the manufacturing process, eking out productivity gains through opportunistic adjus...
- Sat Jan 04, 2020 5:53 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 407641
- Sat Jan 04, 2020 5:15 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 407641
Re: [MOD 0.17] Industrial Revolution
How does the clockwork punkbot work? I put a bronze roboport equipment in my heavy armor and I built a clockwork punkbot, but I can't figure out how to make the robot do anything. I've used blueprints to mark items for construction and I've used the deconstruction planner to mark items for removal, ...
- Fri Sep 06, 2019 7:03 am
- Forum: Ideas and Requests For Mods
- Topic: Is there a mod to prevent inserters from chasing items?
- Replies: 2
- Views: 1282
Is there a mod to prevent inserters from chasing items?
In the Friday Facts #309 , one of the controversial opinions presented was that "Inserters should not chase items". I am interested in trying the game with no-chase behavior; I think it would be fun to explore the implications. Is it possible for a mod to suppress (or to simulate the suppr...
- Sat Aug 10, 2019 10:56 pm
- Forum: Multiplayer
- Topic: Licensing for Multiplayer - Clarification Questions
- Replies: 3
- Views: 3045
Licensing for Multiplayer - Clarification Questions
I want to play a game with my three nieces and nephew. They don't have Factorio licenses. To get them licenses, I must create four new accounts and buy Factorio under each account, right? If instead I buy four new copies under my account, that would be a mistake, because even though I might technica...
- Tue Jul 30, 2019 4:29 pm
- Forum: Multiplayer
- Topic: I've never played multiplayer. I have some basic questions...
- Replies: 7
- Views: 4945
Re: I've never played multiplayer. I have some basic questions...
Thanks for all the suggestions. I will definitely check out the evolution mods and the Todo List Mod. I'm getting an idea of how this will play out: I can confidently predict that my nephew will just want to drive around and shoot bugs, so I'll put him in charge of defense. One of my nieces is an el...
- Tue Jul 30, 2019 4:45 am
- Forum: Multiplayer
- Topic: I've never played multiplayer. I have some basic questions...
- Replies: 7
- Views: 4945
Re: I've never played multiplayer. I have some basic questions...
Thank you for the advice. This is starting to look like a feasible plan.
-TC
-TC
- Tue Jul 30, 2019 2:13 am
- Forum: Multiplayer
- Topic: I've never played multiplayer. I have some basic questions...
- Replies: 7
- Views: 4945
I've never played multiplayer. I have some basic questions...
My family gets together many times each year, and I'm always looking for fun new things we can do as a group. I got the idea that we could play Factorio together in multiplayer mode. However, I have never played multiplayer mode, so I need to do some research first. (Please forgive me if these are d...
- Fri Jul 19, 2019 3:39 am
- Forum: Off topic
- Topic: What is a chargeback fee?
- Replies: 18
- Views: 14434
Re: What is a chargeback fee?
slipperycheeze, I appreciate your effort to clarify the system, but I think you've focused on the chargeback, while my ignorance was mostly about the chargeback fee. To paraphrase my understanding: The chargeback makes whole all the agents in the payment chain. Wube does not lose money on the charge...
- Fri Jul 19, 2019 1:42 am
- Forum: Off topic
- Topic: What is a chargeback fee?
- Replies: 18
- Views: 14434
Re: What is a chargeback fee?
Thank you for the explanation.
-TC
-TC
- Fri Jul 19, 2019 12:50 am
- Forum: Off topic
- Topic: What is a chargeback fee?
- Replies: 18
- Views: 14434
Re: What is a chargeback fee?
Thank you for the reply, but it is still not clear who is paying a fee to whom. Are you saying that when a payment for Factorio is found to be fraudulent, the Factorio team must pay a fee to its own bank?
-TC
-TC
- Thu Jul 18, 2019 11:34 pm
- Forum: Off topic
- Topic: What is a chargeback fee?
- Replies: 18
- Views: 14434
What is a chargeback fee?
The latest Friday Facts mentions "chargeback" and "chargeback fee". What are those? More specifically, who pays a fee to whom? I couldn't figure it out from the context, and I'm not familiar with the industry.
-TC
-TC
- Wed Apr 24, 2019 5:12 am
- Forum: General discussion
- Topic: Do inserters extend/retract unnecessarily?
- Replies: 0
- Views: 911
Do inserters extend/retract unnecessarily?
I'm trying to get precise behavior out of some inserters, but my timing is off by a little bit, and I'm trying to figure out why. I think I know the answer, but I want to check with the experts here to see if I am correct. My theory: When an inserter is idle, it extends/retracts its arm to a neutral...
- Sun Mar 10, 2019 3:22 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for content adding mods without tiers grind
- Replies: 8
- Views: 3277
Re: Looking for content adding mods without tiers grind
On the other hand, the Angel's mods replace iron and copper ores with several bogus fantasy ores, and that's a turn off for me, so on balance I'd say I give no recommendation for those Angel's mods. AFAIK, you can also play Angel's mods without Bob's Metals, Chemicals and Intermediates - this will ...
- Sun Mar 10, 2019 3:21 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for content adding mods without tiers grind
- Replies: 8
- Views: 3277
Re: Looking for content adding mods without tiers grind
wvlad,
Thank you for the suggestions. In particular, I like the sound of Robot Army and Recursive Blueprints. I'll try them when I can.
I've been exploring Logistic Carts today. I like it so far.
-TC
Thank you for the suggestions. In particular, I like the sound of Robot Army and Recursive Blueprints. I'll try them when I can.
I've been exploring Logistic Carts today. I like it so far.
-TC
- Sat Mar 09, 2019 11:51 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for content adding mods without tiers grind
- Replies: 8
- Views: 3277
Re: Looking for content adding mods without tiers grind
wvlad, I have the same question. Would you mind sharing your notes about which mods, in your opinion, add interesting new stuff and new mechanics? I played through an earlier version of the game with Logistic Train Network and Bob's Adjustable Inserters. Ostensibly, those mods just make it easier to...