Search found 133 matches
- Sat Dec 06, 2014 7:57 pm
- Forum: News
- Topic: Friday Facts #63 - The endless struggle
- Replies: 38
- Views: 32992
Re: Friday Facts #63 The endless struggle
I'm getting Mad Max vibes from that car.
- Tue Dec 02, 2014 11:07 am
- Forum: Ideas and Suggestions
- Topic: Train Roster Request
- Replies: 1
- Views: 961
Re: Train Roster Request
I would also like to see what the contents of the consist are in this roster.
Right now you have to notice when trains pull in non-full.
Right now you have to notice when trains pull in non-full.
- Sat Nov 29, 2014 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Save window geometry upon exit / Remember window positions / Store window size/location between games
- Replies: 83
- Views: 23028
Re: Could Factorio window geometry be saved upon exit ?
You can try using nircmd. http://www.nirsoft.net/utils/nircmd.html Put nircmd.exe inside the bin folder and put this bat file in as well. START Factorio.exe nircmd.exe cmdwait 1000 win setsize ititle "Factorio" 30 30 1000 500 The last four numbers are position from left, right, width and h...
- Sat Nov 29, 2014 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Ordering docked bots
- Replies: 4
- Views: 2399
Ordering docked bots
I have a feeling that this has already been suggested but searching revealed nothing. I am sure ssilk will be quick to point out if it has been ;) The problem: You have no direct control over where bots dock themselves. The suggestion is simple: allow us to order docked bots, that is, the bots which...
- Thu Nov 27, 2014 1:08 am
- Forum: Implemented Suggestions
- Topic: Showing up/see/visualize modules in assemblies...
- Replies: 11
- Views: 7565
Seeing installed modules at a glance, mockup
I was thinking just using little dots. Each module has three shades of blue, violet and green for the three levels. See attachment.
- Thu Nov 27, 2014 12:27 am
- Forum: General discussion
- Topic: How big is/are your logistic network(s)?
- Replies: 9
- Views: 3790
Re: How big is/are your logistic network(s)?
How long does it take to save on that map?BurnHard wrote:1300 roboports at the moment...
- Thu Nov 27, 2014 12:19 am
- Forum: Ideas and Suggestions
- Topic: Chests for deconstruction become active providers
- Replies: 1
- Views: 1243
Chests for deconstruction become active providers
If you mark a chest with many items in it for deconstruction, you must wait for the construction bots to move all the items to storage or where there are orders. I have a strategy where I place active providers on these chests first so that the logistic bots clear them before deconstruction. Why not...
- Thu Nov 27, 2014 12:07 am
- Forum: Ideas and Suggestions
- Topic: Hide-able render layers
- Replies: 4
- Views: 9506
Re: Hide-able render layers
You forgot mine!ssilk wrote:Big thing.
Some pages I found searching for layer:
...
Enjoy reading.
https://forums.factorio.com/forum/vie ... f=6&t=1870
Well, it is sort of related.
- Wed Nov 19, 2014 5:52 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 322771
Unhandled exception
Windows 8.1 Enterprise x64 Factorio 0.11.3 Foreman 0.1.5 See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.DllNotFoundException: Unable to load DLL 'lua52': The specified module could not b...
- Wed Nov 19, 2014 2:39 am
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 121631
Re: Railroad
I can't remember if this was ever said but are we ever going to have to process oil into diesel for the trains? I had a feeling it was planned.
- Sun Nov 16, 2014 6:18 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 261329
Re: Tips & Tricks
It's a good idea to put rail signals on the parts of a track that you will traffic across often, this will give you a heads up if a train is coming and spare you the annoyance of becoming railkill I do not think this is a good tip at all. Signals introduce more blocks and complications. The only ti...
- Sat Nov 15, 2014 1:21 pm
- Forum: General discussion
- Topic: Can steam generators be used in emergencies only?
- Replies: 25
- Views: 12908
Re: Can steam generators be used in emergencies only?
What's this new toy going to do?kovarex wrote:combinators
- Thu Nov 13, 2014 7:26 pm
- Forum: Balancing
- Topic: Collision on north side of roboport
- Replies: 3
- Views: 8153
Collision on north side of roboport
Please see attachment.
- Fri Jun 20, 2014 5:54 pm
- Forum: News
- Topic: Re: Friday Facts #39
- Replies: 38
- Views: 30991
Re: Friday Facts #39
Please do not let low level work slide because you are scared we are going to moan about lack of content. I want a stable and smooth game first, then content. I can't speak for others but I appreciate work on the engine over content. Kerbal Space Program is a good example of what happens when you le...
- Sun Jun 15, 2014 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Disassembly Machine/disposing items/Incinerator/Recyling
- Replies: 33
- Views: 15296
Re: Disassembly Machine/disposing items/Incinerator/Recyling
This is how I reckon a disassembly machine would work. 1) choose base components that every item in the game may be crafted from Let's say they are... gears iron plate steel plate copper plate plastic bar copper wires wood I argue for these because it makes some sense to me that they are what would ...
- Sat Jun 14, 2014 8:42 pm
- Forum: Off topic
- Topic: Ubisoft Game: The Review
- Replies: 1
- Views: 5547
- Fri Jun 13, 2014 7:38 pm
- Forum: Gameplay Help
- Topic: Need explanations for difficulties.
- Replies: 0
- Views: 1724
Need explanations for difficulties.
Devs, please give us some explanation on how the different difficulties affect the campaign. There are no answers on the forum or wiki.
- Tue Jun 10, 2014 7:11 pm
- Forum: Ideas and Suggestions
- Topic: Remove need for crafting (red/green) wires
- Replies: 4
- Views: 1716
Re: Remove need for crafting (red/green) wires
Do you guys think things would be too easy if we had a arbitrary number of wireless channels for the circuit network? You could then choose which a smart chest (or logistic) is part of and set conditions for smart inserters as if they were on the same wire. It would be similar to how smart inserters...
- Tue Jun 10, 2014 7:05 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 219926
Re: Peace with Aliens
As long as the peaceful route would take much more effort and cunning to achieve, I think it is fine. The present situation is more or less what I mean: If you want to go peaceful, you need your efficiency modules and farms of accumulators and solar panels. I don't think you should remove their dang...
- Mon Jun 09, 2014 4:54 am
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 35578