Search found 138 matches
- Thu May 18, 2017 6:37 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 392002
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
This probably means bad karma for the next few weeks of my life ... bet hey, we're all anonymous OCDs here, right? ... Version 0.3.5 (May 19, 2017): - Fixes: Fixed loading errors for 0.15.12. Fixed the super boiler, super cooler and super configurable boiler. They can be connected with red and green...
- Thu May 18, 2017 6:28 pm
- Forum: Gameplay Help
- Topic: Beacon usage
- Replies: 8
- Views: 5902
Re: Beacon usage
When I got to the point you (the OP) are at right now, I found Productivity Module Math . Then i started understanding the calculations and found, that I wanted to not follow them to the letter but rather set my own assumptions and priorities (note: there is a "optimal" solar panel to accu...
- Wed May 17, 2017 7:17 pm
- Forum: Ideas and Suggestions
- Topic: increase visibility of ghost buildings over grass
- Replies: 3
- Views: 2279
Re: increase visibility of ghost buildings over grass
Maybe add light borders to ghost buildings like this? So far, I like it. Yes. There are many more cases, when ghosts become invisible. And sometimes the other way around: Sometimes it's not easy to distinguish between ghost and already places entity. Added to https://forums.factorio.com/viewtopic.p...
- Wed May 17, 2017 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Food and sleep?
- Replies: 7
- Views: 4131
Re: Food and sleep?
There's a forums poll on this.
Personally, I'd like to see this classic element of survival games not implemented in vanilla. As a mod or scenario, though, I think this might be quite tempting to some players - but these mods are existing right now.
Personally, I'd like to see this classic element of survival games not implemented in vanilla. As a mod or scenario, though, I think this might be quite tempting to some players - but these mods are existing right now.
- Wed May 17, 2017 1:52 pm
- Forum: General discussion
- Topic: Any ideas for powerswitch mechanism?
- Replies: 7
- Views: 3186
Re: Any ideas for powerswitch mechanism?
Assuming that a) there is enough input to run the machines at 100% load, and b) the output is taken away fast enough to not jam the machines, further c) you don't want to store items than that flickering is what comes closest to the "perfect" energy saving because of its programmed accurac...
- Tue May 16, 2017 7:00 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 392002
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Thank you very much.
- Tue May 16, 2017 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Two new signals: ON and OFF.
- Replies: 11
- Views: 2486
Re: Two new signals: ON and OFF.
In addition, entities could output their activity status "working" (on) and "not working" (off), too.
- Tue May 16, 2017 5:38 pm
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 18553
Re: [0.15.9] Confirm Blueprint Book Deletion
Same here.bobingabout wrote:I deleted my blueprint book by accident.
I loaded from my latest savegame.
- Tue May 16, 2017 5:34 pm
- Forum: Ideas and Suggestions
- Topic: I hate beacons...
- Replies: 4
- Views: 1807
Re: I hate beacons...
I like the challenge to place my production lines between never ending parallel lines of beacons ...
- Tue May 16, 2017 5:28 pm
- Forum: Ideas and Suggestions
- Topic: increase visibility of ghost buildings over grass
- Replies: 3
- Views: 2279
increase visibility of ghost buildings over grass
Greetings fellow earthlings. TL;DR I would like to increase the visibility of ghosts, so that I can see what should be placed (and of course: its alignment). can't see the ghost build underneath the grass. Requesting help. As you can (not) see, there are some transport belts placed as ghosts. ghost ...
- Wed May 10, 2017 3:00 pm
- Forum: Show your Creations
- Topic: Did You add the Blueprint?
- Replies: 5
- Views: 19053
Re: Did You add the Blueprint?
forums description subtext still links to the old mod.
- Tue May 09, 2017 8:38 pm
- Forum: Show your Creations
- Topic: [0.15.9] Science pack production 170 pm, with beacons
- Replies: 0
- Views: 3018
[0.15.9] Science pack production 170 pm, with beacons
Greetings fellow earthlings. I'd like to share my attempt on science pack production (since there is some lack here in the forums). The assembly produces about 170 packs each per minute. I've excluded space science packs. This is a nearly full view that includes the side-BUS feeding the assembly. I'...
- Fri Dec 23, 2016 10:42 pm
- Forum: Ideas and Suggestions
- Topic: Option to label ores on the map
- Replies: 8
- Views: 3492
Re: Option to label ores on the map
I support this.
- Fri Dec 23, 2016 10:26 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 35795
Re: Friday Facts #170 - Blueprint library GUI design and redesign
a) Welcome Norbert! b) I would like to have the possibility to zoom ( and move shown zoom-in ) the blueprint preview. It happens quite often that i just want to change only some parts on a 2k+ items blueprint. Right-clicking them with the given preview becomes close to impossible at some point. c) s...
- Thu Aug 11, 2016 8:48 pm
- Forum: Wiki Talk
- Topic: Factorio Wiki's MediaWiki version
- Replies: 8
- Views: 15035
Re: Factorio Wiki's MediaWiki version
Sorry for necroing. Along with the rising complexity of the game goes the need for proper documentation. Forums usually bundle a lot of documentation and direct feedback/support, but using this as a base for documentation is hard, especially if the reader hasn't been there from the start and joins d...
- Thu Aug 11, 2016 7:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
- Replies: 31
- Views: 17247
Re: Power Switch blueprint doesn't remember power line positions
Uhm, I thought that was broader known. This problem occures when you try to import a manually wired blueprints via Blueprint string mod , as it says it can not be imported because of the wiring. Thanks for taking care. I strongly believe that solving this would be appreciated by many players. Perhap...
- Thu Aug 11, 2016 7:46 pm
- Forum: Pending
- Topic: [0.13.15] mouse captured by factorio on linux
- Replies: 16
- Views: 5488
Re: [0.13.15] mouse captured by factorio on linux
I experience(d) a similar issue. But I do not want to point only in the direction of the factorio game. Before .13 it happened after - I have to guess - somewhat between 15 and 180 minutes. But both mouse and keyboard got fetched by the game. I was still able to see & move the mouse cursor, and ...
- Wed Aug 10, 2016 8:59 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 297372
Re: Thank you (Make the dev-team happy today!)
My boss told me to concentrate more on my work. My colleagues asked me to use the breaks for talking, not for reading. My friends shake their heads when I start to explain what drives me. My girlfriend dislikes your awesome work. Ok, she dislikes going to bed first, just because I want to just do th...