Search found 171 matches

by Rockstar04
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...
by Rockstar04
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?
by Rockstar04
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...
by Rockstar04
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...
by Rockstar04
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

vedrit wrote:What are those things on the bottom belt in the last image?
It looks like rocket fuel on top of the belt, and low density structures maybe?
by Rockstar04
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!
by Rockstar04
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 -> _______________ \ \ \ \ ...
by Rockstar04
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.
by Rockstar04
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....

Nexela 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
The biggest problem with the biggest problem is
Live in Prague or nearby in the Czech Republic.
;)
by Rockstar04
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?
by Rockstar04
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!
by Rockstar04
Fri Aug 26, 2016 3:55 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 61620

Re: Version 0.14.0

Uxi wrote:How does one select 0.13.18 on Steam?

I can only select between 0.12.35 and 0.14.0...
Steam.PNG
-None- Should get you 13.18
by Rockstar04
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.
by Rockstar04
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)
by Rockstar04
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...
by Rockstar04
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...
by Rockstar04
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.
by Rockstar04
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 ...
by Rockstar04
Tue Aug 09, 2016 8:44 pm
Forum: Releases
Topic: Version 0.13.15
Replies: 15
Views: 20694

Re: Version 0.13.15

darkfrei wrote:How to switch on the autopath railway building? Like it was in animated .gif?
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.
by Rockstar04
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.

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