Search found 97 matches
- Sat Oct 05, 2019 12:12 pm
- Forum: Implemented Suggestions
- Topic: Option to change the amount of maximum autosaves
- Replies: 7
- Views: 4429
Re: Option to change the amount of maximum autosaves
No, thank you.
- Sat Oct 05, 2019 11:46 am
- Forum: Implemented Suggestions
- Topic: Option to change the amount of maximum autosaves
- Replies: 7
- Views: 4429
Re: Option to change the amount of maximum autosaves
I tried using this in 0.17.69, but it doesnt work anymore. I set the value of autosave-slots to 100, but still only have three autosave-slots.
- Mon Dec 18, 2017 9:32 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 391029
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
I know there are more pressing issues, like getting this to work on .16, but blueprint data is not copied using the duplicating chest. Is it possible to change this?
- Sun Dec 17, 2017 11:46 pm
- Forum: Ideas and Suggestions
- Topic: give nuclear fuel a used% like science packs
- Replies: 3
- Views: 1036
Re: give nuclear fuel a used% like science packs
round 2:
@modrators: move this to ideas/requests for mods pls
I understand, why you choose not to have it in vanilla.
@modrators: move this to ideas/requests for mods pls
I understand, why you choose not to have it in vanilla.
- Sun Dec 17, 2017 7:33 pm
- Forum: Ideas and Suggestions
- Topic: give nuclear fuel a used% like science packs
- Replies: 3
- Views: 1036
give nuclear fuel a used% like science packs
As nuclear fuel takes really long to run out and might last longer then your car/tanl/train is placed it would be nice to not loose an entire fuel cell on removal.
One way to do this is:
turn nuclear fuel into an item with a % amount like repairpacks and science packs.
One way to do this is:
turn nuclear fuel into an item with a % amount like repairpacks and science packs.
- Thu Dec 14, 2017 12:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 60084
Re: [16.0] Sideloading no longer compresses belt
This is a major change to how the game works. If it is intended by the devs, they should at least explictly tell this in the change log. If not, it should be considered a bug imo.
- Sun Nov 12, 2017 11:51 pm
- Forum: Ideas and Suggestions
- Topic: ghost items
- Replies: 1
- Views: 1037
ghost items
TL;DR Make shift+q allow you to get a ghost of the item under your cursour in your hand. What ? make shift+q give the player a ghost of the item under your cursour to be put in your hand. This will then allow you to place ghost entities of that item on the map without needing to have this item in y...
- Mon Oct 30, 2017 2:12 pm
- Forum: Ideas and Suggestions
- Topic: make all factorio versions accesiable to buyers
- Replies: 11
- Views: 3354
Re: make all factorio versions accesiable to buyers
Thank you very much.
- Sat Sep 30, 2017 10:42 pm
- Forum: Ideas and Suggestions
- Topic: make all factorio versions accesiable to buyers
- Replies: 11
- Views: 3354
Re: make all factorio versions accesiable to buyers
The specific version i was asking for was 0.15.33, which you called a stable version for some time.
- Fri Sep 29, 2017 7:14 pm
- Forum: Ideas and Suggestions
- Topic: make all factorio versions accesiable to buyers
- Replies: 11
- Views: 3354
make all factorio versions accesiable to buyers
TL;DR Enable everyone, who bought the game to doownload whatever Version of the game they want to, in order to enable replaying any old saves. What ? Enable everyone, who bought the game to doownload whatever Version of the game they want to. (0.15.01 to 0.15.34 and so on). Or at least do it for al...
- Tue Aug 22, 2017 11:08 am
- Forum: Ideas and Suggestions
- Topic: rotate storage tanks on placement
- Replies: 3
- Views: 1884
Re: rotate storage tanks on placement
I am Aware, that sometimes you do not want them to rotate, but i think the times you want them to rotate are more.
Alternativley, you could make that an Option to choose for the Player in Settings, or sth like placing them while Holding a certain button pressed (R maybe)?
Alternativley, you could make that an Option to choose for the Player in Settings, or sth like placing them while Holding a certain button pressed (R maybe)?
- Sun Aug 20, 2017 5:06 pm
- Forum: Ideas and Suggestions
- Topic: rotate storage tanks on placement
- Replies: 3
- Views: 1884
rotate storage tanks on placement
TL;DR make tanks rotate every time you place one to allow run-placing them. What ? After you place a tank, the tank in your hand is rotated. Thus, if you run and keep your mouse button pressed, the tanks conncect to each other. Why ? Becouse i like placing stuff while running across and I guess so ...
- Tue Aug 15, 2017 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [15.33] Replay freezes after reducing speed
- Replies: 9
- Views: 4937
Re: [0.15.33] replay crash
Hi,
There is no Crash file, as the game freezes and does not Crash. I should have written this in the first post. I edited the first post.
Ich VII
There is no Crash file, as the game freezes and does not Crash. I should have written this in the first post. I edited the first post.
Ich VII
- Tue Aug 15, 2017 3:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [15.33] Replay freezes after reducing speed
- Replies: 9
- Views: 4937
[Dominik] [15.33] Replay freezes after reducing speed
Hi,
Everytime I try to slow down my replay, by pressing on the "down arrows", the game freezes. The savegame this error occured with is below. It might happen with any save game, i have not tried any further. Speeding up the replay works without any issues.
Ich VII
Everytime I try to slow down my replay, by pressing on the "down arrows", the game freezes. The savegame this error occured with is below. It might happen with any save game, i have not tried any further. Speeding up the replay works without any issues.
Ich VII
- Sat Aug 05, 2017 9:48 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.15.32 Vanilla-Crash trying to start a newgame with Replay
- Replies: 3
- Views: 1593
Re: 0.15.32 Vanilla-Crash trying to start a newgame with Replay
I have had the same issue with 0.15.32
- Wed Jul 05, 2017 8:00 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 391029
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
I get a crash on load using your mod and a few others. The message displayed is:
Attempt to remote call outside of an event.
stack traceback:
__creative-mode__/control.lua:73: in main chunk
Looks like it is caused by creative mod on first view.
Attempt to remote call outside of an event.
stack traceback:
__creative-mode__/control.lua:73: in main chunk
Looks like it is caused by creative mod on first view.
- Mon Jul 03, 2017 7:04 am
- Forum: Ideas and Requests For Mods
- Topic: stack size combinator
- Replies: 4
- Views: 1992
Re: stack size combinator
Yes, I just found that topic, but it was a suggestion for the vanilla game, which seems unlikely to happen. My suggestion is to create a mod, that does this. That seems more likely to happen.
- Sun Jul 02, 2017 8:03 pm
- Forum: Ideas and Requests For Mods
- Topic: stack size combinator
- Replies: 4
- Views: 1992
stack size combinator
I would like a mod, that adds a combinator, which outputs the stack size of each item, if it has the item signal as input. Example: input: 1 iron, 1 gear, 1 green circuit. output: 100 iron, 100 gears, 200 green circuits. I am currently working on a big project in factorio and need a few more feature...
- Sun Jul 02, 2017 2:19 pm
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 43918
Re: Simple property requests (something that exists but has no way to read/write it)
LuaRecipe.allowed_modules Returns an array of all modules allowed on this recipe.
- Wed Jun 28, 2017 6:48 am
- Forum: Implemented in 2.0
- Topic: make assembly machines wireable
- Replies: 17
- Views: 8969
Re: make assembly machines wireable
The problem with changing the signal over and over could be avoided by having two different wire attachment points. Fluids get deletet whenever you change a recipe by hand as well and yes, the remaining ressources in the machine are annoying to handle. An additional output inventory for the machine ...