Search found 171 matches
- Mon Sep 26, 2016 7:37 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 112030
Re: [0.14] Reactors
[*]Reactor and cooling tower sub-components (circuit interface, heat exchanger, steam generator) now indestructible. The will still be removed if the reactor/cooling tower is destroyed or removed. Any reason for this? (the indestructible part) -- Smoov Since it says sub-components I assume that mea...
- Tue Sep 20, 2016 7:16 pm
- Forum: Not a bug
- Topic: [0.14.7] Map generation runs when not near edge of map
- Replies: 4
- Views: 1869
Re: [0.14.7] Map generation runs when not near edge of map
I'm at work so I can load up the save, but do you have radars that could be generating the new areas?
- Tue Sep 20, 2016 1:15 pm
- Forum: Gameplay Help
- Topic: Beacons and power usage
- Replies: 4
- Views: 2399
Re: Beacons and power usage
The power usage of a beacon is constant. It always uses the same amount power whenever a module is placed in it. One or two modules, mixed module types, 1 assembly machine affected or 8, power usage is always the same. Assembly machines affected by a beacon will use more power (speed and productivit...
- Sun Sep 18, 2016 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Add a Lane Blocker
- Replies: 5
- Views: 1957
Re: Add a Lane Blocker
Some time ago (almost 2 years) there existed a mod called Belt Blocker ( https://forums.factorio.com/viewtopic.php?f=87&t=6227 ) which added a way to stop just one lane of a belt, but the mod isn't compatible with the latest version of the game. --Snip-- Since the functionality actually already...
- Sat Sep 17, 2016 2:17 am
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 26112
Re: Friday Facts #156 - Massive Multiplayer
It looks like rocket fuel on top of the belt, and low density structures maybe?vedrit wrote:What are those things on the bottom belt in the last image?
- Fri Sep 16, 2016 3:30 pm
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 26112
Re: Friday Facts #156 - Massive Multiplayer
Very cool seeing that many people online in a single game!
- Tue Sep 13, 2016 1:34 pm
- Forum: Duplicates
- Topic: [0.14.5] Train is stuck and won't repath (save)
- Replies: 6
- Views: 2663
Re: [0.14.5] Train is stuck and won't repath (save)
This is because the open paths are longer than the one its waiting for. The only way I have found to reliable make waiting bays like this work is to have the entrance and exit in the same direction so the path through all bays is the same length. -> ENTER from main tracks -> _______________ \ \ \ \ ...
- Fri Sep 09, 2016 8:31 pm
- Forum: Not a bug
- Topic: it crashes always at 89% in the loading screen
- Replies: 9
- Views: 2364
Re: it crashes always at 89% in the loading screen
You need to copy the contents of the log file and post it on the forums for us to look over.
- Fri Sep 02, 2016 5:43 pm
- Forum: Mod portal Discussion
- Topic: it has to be said....
- Replies: 24
- Views: 9375
Re: it has to be said....
The biggest problem with the biggest problem isNexela wrote:While the mod portal has some small issues overall it works. The biggest thing holding back improvements to the mod portal is this
https://www.factorio.com/job/python-developer
Live in Prague or nearby in the Czech Republic.
- Mon Aug 29, 2016 5:42 pm
- Forum: Angels Mods
- Topic: Will Infinite Oil work on existing save file?
- Replies: 4
- Views: 2692
Re: Will this work on existing save file?
There are several Angel's mods, which one are you specifically asking about?
- Sat Aug 27, 2016 4:12 pm
- Forum: Railway Setups
- Topic: Complete modular train system
- Replies: 28
- Views: 57654
Re: Complete modular train system
Regardless of how they can be made better, thank you for taking the time to post your train layouts!
- Fri Aug 26, 2016 3:55 pm
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 61620
Re: Version 0.14.0
-None- Should get you 13.18Uxi wrote:How does one select 0.13.18 on Steam?
I can only select between 0.12.35 and 0.14.0...
- Fri Aug 26, 2016 1:26 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 92206
Re: Circuit network features for 0.14
To prevent confusion, the devs may want to update this thread to reference version 0.15 now, since 0.14 is out with only the MP updates.
- Wed Aug 24, 2016 1:16 pm
- Forum: Off topic
- Topic: Which games are you waiting to play in the future ?
- Replies: 14
- Views: 5551
Re: Which games are you waiting to play in the future ?
Star Citizen (and Squadron 42)
- Tue Aug 23, 2016 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Excavation / moat
- Replies: 11
- Views: 8610
Re: Excavation / moat
I'm aware of the potential to alter the balance of the game. It's up to the developers to implement it fairly or not. A side note to that is that the creator of that mod, Rseding91, is now a member of the Factorio dev team, and most likely the person who implemented the current vanilla landfill sys...
- Tue Aug 23, 2016 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Excavation / moat
- Replies: 11
- Views: 8610
Re: Excavation / moat
One reason that most are hesitant to add this is that it can be used to remove the need for defenses since biters cant cross water. When landfill functionality was provided by a mod, there was an entity called the water bomb that allowed you to make a small (2x2) patch of water, but when you tried t...
- Mon Aug 22, 2016 3:41 pm
- Forum: Maps and Scenarios
- Topic: How to generate a trains focused map?
- Replies: 10
- Views: 7473
Re: How to generate a trains focused map?
https://mods.factorio.com/mods/orzelek/rso-mod
Resource Spawner Overhaul is pretty much made to promote train usage. You can play with the config within the mod to get the resources as far apart as you are looking for.
Resource Spawner Overhaul is pretty much made to promote train usage. You can play with the config within the mod to get the resources as far apart as you are looking for.
- Thu Aug 11, 2016 1:17 pm
- Forum: Not a bug
- Topic: Flamethrower aiming at targets outside range
- Replies: 10
- Views: 2924
Re: Flamethrower aiming at targets outside range
We encountered this during testing, and we decided not to change the current mechanics. That's not to say in the future we won't revise this behavior, but at least for now we have more important issues to deal with This here skews this towards this being an issue, and I think most people here just ...
- Tue Aug 09, 2016 8:44 pm
- Forum: Releases
- Topic: Version 0.13.15
- Replies: 15
- Views: 20694
Re: Version 0.13.15
Try holding shift before you start pacing rails, this will switch it to placing ghosts for your robots to place, allowing you to plan much longer sections.darkfrei wrote:How to switch on the autopath railway building? Like it was in animated .gif?
- Fri Aug 05, 2016 7:24 pm
- Forum: Releases
- Topic: Version 0.13.14
- Replies: 33
- Views: 22985
Re: Version 0.13.14
Really happy to see the CPU fixes, and the loader entity type getting those fixes even through its not in the base game.