Search found 460 matches
- Wed Apr 15, 2020 6:34 am
- Forum: Fan Art
- Topic: I pay with factorio coins
- Replies: 5
- Views: 8002
Re: I pay with factorio coins
I assume among other things you use your Factorio card to buy more Factorio Pay 2 Automate credits?
- Sat Apr 11, 2020 6:38 pm
- Forum: Not a bug
- Topic: [0.18.18] white rail car indicator in "wrong" position
- Replies: 5
- Views: 1708
Re: [0.18.18] white rail car indicator in "wrong" position
I don't think they shift per signal position. I think they shift per track piece. So both lights result in the outline being over the same track pieces, whereas if the light were one more position to the right, the outline would shift to the next track piece.
- Thu Apr 09, 2020 6:35 am
- Forum: Modding help
- Topic: [Q] Is it possible to output 2 Solid Items?
- Replies: 6
- Views: 1821
Re: [Q] Is it possible to output 2 Solid Items?
It must be possible, because Kovarex enrichment outputs two different items, U-235 and U-238, at the same time.
- Fri Apr 03, 2020 5:12 pm
- Forum: Mods
- Topic: A final note about Industrial Revolution
- Replies: 13
- Views: 24754
Re: A final note about Industrial Revolution
I had the impression that players where pretty happy about IR and having their mods featured in FFF, twitch, and youtube seems to be a good predictor of modder satisfaction too. What happened to make you feel like killing your own mod is the best solution? The judgmental rebuke you implied in that ...
- Fri Apr 03, 2020 5:21 am
- Forum: Mods
- Topic: A final note about Industrial Revolution
- Replies: 13
- Views: 24754
Re: A final note about Industrial Revolution
For what it's worth, perhaps not much, I think there are a lot of us out here who enjoyed IR and still enjoy it, and who aren't even bothering to upgrade to 0.18 experimental purely because IR doesn't work with it. It's unfortunate that doing anything to stand out on the internet brings the trolls o...
- Thu Apr 02, 2020 7:33 am
- Forum: Gameplay Help
- Topic: robots version 0.17.79 when you don't have request chests
- Replies: 2
- Views: 840
Re: robots version 0.17.79 when you don't have request chests
Logistics robots are still useful if you don't have requester chests. You can set personal logistics requests and they'll deliver to you from storage chests or passive provider chests. This keeps your character all stocked up on things you use often, like belts.
- Tue Mar 31, 2020 12:30 pm
- Forum: Ideas and Suggestions
- Topic: User Interface for "less abled"
- Replies: 2
- Views: 1275
Re: User Interface for "less abled"
I agree! https://forums.factorio.com/viewtopic.php?f=6&t=35208&p=220155#p220155 I dislocated my collarbone over the summer and had to have my arm in a sling for many weeks. As a result, using a keyboard was awkward, to say the least. I tried remapping the keys to the same side as my mouse ha...
- Tue Mar 31, 2020 10:34 am
- Forum: Gameplay Help
- Topic: Radar range
- Replies: 7
- Views: 2125
Re: Radar range
Small tip, if you check the minimap with a radar in hand (assuming you are standing close to an already placed radar) Then the minimap will show the range of the radars - allowing you to align them neatly without coverage gaps. Yes, this. There's a blue shaded square that shows the radar's 7×7 chun...
- Tue Mar 31, 2020 7:31 am
- Forum: Gameplay Help
- Topic: Radar range
- Replies: 7
- Views: 2125
Re: Radar range
According to the wiki, it's 29 chunks square. https://wiki.factorio.com/Radar The Radar charts one distant chunk every time the sector scanning progress bar fills. ... This is done in an 29×29 chunks around the Radar, excluding the nearby 7×7 chunks. With a total number of 797 chunks (29×29 − 7×7), ...
- Mon Mar 23, 2020 10:49 am
- Forum: Off topic
- Topic: Sad Weekend
- Replies: 9
- Views: 6990
Re: Sad Weekend
If she's like the rest of the world, she's probably already spent more than the game costs, just on toilet paper.
- Fri Mar 20, 2020 2:38 pm
- Forum: Ideas and Suggestions
- Topic: New Beacon Suggestion
- Replies: 7
- Views: 1347
Re: New Beacon Suggestion
Yes! If the beacons are going to have color, it would be cool if they could take on the color of the modules they contain.
- Fri Mar 20, 2020 2:36 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 91506
Re: Friday Facts #339 - Beacon HR + Redesign process
What about a version that looks like the first beacon, with the thin tower and giant spire... https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif ...but then lower the tower much further into the hole? So the "eye" part of the beacon barely pokes out of the hole. Then the...
- Fri Mar 20, 2020 9:40 am
- Forum: Ideas and Suggestions
- Topic: Flashing icon on empty mining drills
- Replies: 9
- Views: 2354
Re: Flashing icon on empty mining drills
As noted in the linked thread, Auto Deconstruct can do this for you:
https://mods.factorio.com/mod/AutoDeconstruct
They're marked with a deconstruction X, so either your bots will take care of them, or you can manually remove them if you don't have bots there.
https://mods.factorio.com/mod/AutoDeconstruct
They're marked with a deconstruction X, so either your bots will take care of them, or you can manually remove them if you don't have bots there.
- Fri Mar 20, 2020 9:37 am
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 23
- Views: 9125
Re: Temporary Stations = Manual train mode
Maybe the best solution is a compromise. If the train is in manual mode when you control-click to create a temp station, then the train temporarily switches to auto mode, drives to the temp station, then switches back to manual mode. If the train was in auto mode, then it stays in auto mode when it...
- Sat Jan 25, 2020 5:17 pm
- Forum: Ideas and Suggestions
- Topic: Let the car and tank move like the player (omnidirectional wheels)
- Replies: 54
- Views: 13472
Re: Let the car and tank move like the player does
So this would make the car move up if you press up, and down if you press down, and left if you press left, and so forth?
Like how you drive a car in, say, Lego Star Wars?
I find that totally unintuitive, and I hope they won't do it.
Like how you drive a car in, say, Lego Star Wars?
I find that totally unintuitive, and I hope they won't do it.
- Fri Jan 17, 2020 6:21 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 38940
Re: Friday Facts #330 - Main menu and File Share Shenanigans
If we are talking about the main menu, you should make it's background [...] load a factory as a background Yep! Put the image of the last save as background. How perfect smooth transition into game after hitting "continue" :arrow: button would it be... Yes! Doesn't the game already save ...
- Sun Jan 12, 2020 4:04 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 33879
Re: Friday Facts #329 - Campaign reassessment
Here's what I wrote on this campaign topic three years ago. I still agree with myself :D in regards to all this: I do hope you'll look at improving the "story" part of the game. The current campaign is enjoyable and does the job of teaching the mechanics, but I feel like the game could ben...
- Fri Jan 10, 2020 8:12 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 33879
Re: Friday Facts #329 - Campaign reassessment
No story. But the story is what makes the goals interesting! Not "Automate green science because that's what we think you should learn next." But "You need to construct a train to retrieve goods from the spaceship across the ravine, because XYZ." Or whatever. And of course to co...
- Sat Dec 21, 2019 3:48 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363711
Re: [MOD 0.17] Industrial Revolution
I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do? They need to go into a greenhouse, and you need like 20 or so to start the first grow cycle. Just 10. I dont want more wood. I want help with pollution. And maybe avoid bitter walk easy to my base... ...
- Sat Nov 23, 2019 7:12 am
- Forum: Duplicates
- Topic: [0.17.79] Pipes can be placed by bots and trap player
- Replies: 8
- Views: 2641
Re: [0.17.79] Pipes can be placed by bots and trap player
Does the pipe trap you permanently, such that the game is unrecoverable?
If not, then they're going to say it's not a bug.
If not, then they're going to say it's not a bug.