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by jonatkins
Sun Jun 18, 2017 8:46 am
Forum: Resolved Problems and Bugs
Topic: [Harknonnen] [0.15.5] Lines on minimap [REOPENED]
Replies: 23
Views: 11729

Re: [Harknonnen] [0.15.5] Lines on minimap [REOPENED]

FYI, I've not been able to reproduce it since the latest fix went in, so it does seem to be largely fixed.
by jonatkins
Sat Jun 03, 2017 1:28 am
Forum: Resolved Problems and Bugs
Topic: [Harknonnen] [0.15.5] Lines on minimap [REOPENED]
Replies: 23
Views: 11729

Re: [0.15.5] Lines on minimap

Just in case this helps it be seen: there's multiple instances of this reported after the attempted 2nd fix in 0.15.14: see viewtopic.php?f=11&t=48102&p=285195#p281810
by jonatkins
Sun May 28, 2017 7:20 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26512

Re: Logistics net: Less research needed

The Devs clearly intend for robots to be an endgame solution to solve all problems That is not clear to me - requester chests were on blue science <=0.14 - no alien science needed. This placed it nicely as a mid-game feature. So what changed in 0.15 that it's now an end-game feature? Nothing that I...
by jonatkins
Sun May 28, 2017 5:39 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26512

Re: Logistics net: Less research needed

And I've suggested a solution, which is what I think is the developer's intent: Use Combinators and Mixed Belts / Sushi Belts for that situation. Well, given the logistics system is far older than combinators (I checked old changelogs - logistics <= 0.6, combinators first in 0.12), I find it unlike...
by jonatkins
Sat May 27, 2017 10:20 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26512

Re: Logistics net: Less research needed

Because a train is unloaded in roughly 7 seconds. Which means that every 7 seconds, a new train should be pulling into the station.[...] Oh, and just to address this point - you're forgetting one thing. I'm talking about train->buffer chest->belt unloading without mods, so, as you pointed out, the ...
by jonatkins
Sat May 27, 2017 9:43 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26512

Re: Logistics net: Less research needed

In particular, there's a logical progression of higher-and-higher sciences before you get to the "ultimate" power: Logistic Bots. You start off with slow Yellow Belts, then upgrade to Red, then upgrade to Blue, then upgrade to Bots eventually. There's nothing wrong with that. There's the ...
by jonatkins
Sat May 27, 2017 2:59 am
Forum: Balancing
Topic: [0.15] Research pack changes - too complex/difficult
Replies: 20
Views: 10173

Re: [0.15] Research pack changes - too complex/difficult

FYI, there's already a long thread regarding the research requirement changes for requester chests in 0.15 - https://forums.factorio.com/viewtopic.php?f=16&t=46236 Also, there's a mod that brings it batck to the 0.14 levels - red/green/blue science only: https://mods.factorio.com/mods/ItsTheKais...
by jonatkins
Sat May 27, 2017 2:55 am
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26512

Re: Logistics net: Less research needed

I don't see why there should be much of a limit on the number of platforms for a station, unless you're using trains that reverse out? If you use single-direction trains, there should be no issues. Having signals between the inserters unloading each wagon even allows the next train to start moving i...
by jonatkins
Fri May 26, 2017 11:48 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26512

Re: Logistics net: Less research needed

I could probably manage similar throughput completely stock, but it'd need more platforms to make up for the chest->belt limits, and far more space for belt balancing. I disagree. A misunderstanding - I meant I could probably manage the same throughput stock as I already manage with warehousing/loa...
by jonatkins
Fri May 26, 2017 10:09 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26512

Re: Logistics net: Less research needed

Tell me, have you ever put 4000 Logistic robots in a Roboport network? Because that basically solves every problem in the game. There are a few issues that come up (including the ridiculously dumb AI that visits chests even though they're full...), but once you get used to the quirks, its clear tha...
by jonatkins
Fri May 26, 2017 9:00 pm
Forum: Duplicates
Topic: [0.15.12] Vertical line in minimap
Replies: 9
Views: 4857

Re: [0.15.12] Vertical line in minimap

While this specific case was fixed, there's still problems at some zoom levels.
factorio-map-glitch3.png
factorio-map-glitch3.png (207.09 KiB) Viewed 4428 times
and a closeup of the crossing area
factorio-map-glitch3-zoom.png
factorio-map-glitch3-zoom.png (3.28 KiB) Viewed 4428 times
Save file attached. Load the map, then zoom out about 5 steps on the mouse wheel.
by jonatkins
Fri May 26, 2017 8:48 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26512

Re: Logistics net: Less research needed

Now, this ONE SINGLE PART of the logistics system has been moved far ahead of the rest of the system in terms of research requirements. It just doesn't make sense. Why not? Its clearly the most powerful system in the game. Requester Chests literally solves all the problems in the game to such a gro...
by jonatkins
Fri May 26, 2017 7:07 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26512

Re: Logistics net: Less research needed

Some dude launched the rocket in under 8 hours using Burner Inserters with Logistic Network ban That's one great thing about Factorio - once you've mastered the gameplay with all available features there's endless replayability in there by setting personal restrictions - complete the game without u...
by jonatkins
Mon May 22, 2017 2:19 pm
Forum: Duplicates
Topic: [0.15.12] Vertical line in minimap
Replies: 9
Views: 4857

Re: [0.15.12] Vertical line in minimap

I've had a quick play, and managed to reproduce it in a fresh save. It definitely seems related to texture allocation or similar - the first time it happened in the new save it wasn't reproduceable after a save+load, but after a bit more revealing of the map, and save/load to check I have a case tha...
by jonatkins
Mon May 22, 2017 5:31 am
Forum: Not a bug
Topic: [0.15.3] Screenshot command won't take picture of map
Replies: 4
Views: 4282

Re: [0.15.3] Screenshot command won't take picture of map

I just got caught out with this issue, trying to capture a screenshot for a map glitch bug. https://wiki.factorio.com/Console#Large_Screenshots Did you try to set the gui to true? We're talking aboiut the new /screenshot command, added in 0.15, not the modding/raw LUA console commands. This command ...
by jonatkins
Mon May 22, 2017 5:23 am
Forum: Duplicates
Topic: [0.15.12] Vertical line in minimap
Replies: 9
Views: 4857

Re: [0.15.12] Vertical line in minimap

I'm seeing something similar, but in the map view at certain zoom levels. It only started happening since the 0.15.12 smooth map zoom changes - before the problem zoom levels weren't possible. The corruptions scroll around with the map itself - they're not at fixed locations on the screen. They seem...
by jonatkins
Wed May 17, 2017 6:10 pm
Forum: Ideas and Suggestions
Topic: Furnaces + internal buffering
Replies: 9
Views: 3121

Re: Furnaces + internal buffering

As I suspeced, different people want different behaviour. However, while it's trivial to add additional buffering with chests where desired, it's far from trivial to stop it when the furnace has it built in. (especially when it's not a 1:1 ratio of input to output - e.g. bricks, stone, or productivi...
by jonatkins
Wed May 17, 2017 7:56 am
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 52619

Re: Version 0.15.11

All this talk about nuclear power reminds me that the stack sizes for various buildings used could do with some tweaking - 50 reactors in one stack?! I posted a separate thread with details - https://forums.factorio.com/viewtopic.php?f=6&t=47594 - but I don't know if the devs are watching things...
by jonatkins
Tue May 16, 2017 10:03 am
Forum: Ideas and Suggestions
Topic: Furnaces + internal buffering
Replies: 9
Views: 3121

Re: Furnaces + internal buffering

I like buffering. And when you build arrays where it matters, its endgame and you have everything enought, no big deal. It normally becomes an issue for me mid-game, rather than end-game - when I'm starting to really ramp up production to keep blue science going well and working to the next stage. ...
by jonatkins
Tue May 16, 2017 9:47 am
Forum: Ideas and Suggestions
Topic: Furnaces + internal buffering
Replies: 9
Views: 3121

Furnaces + internal buffering

Is there a good reason that furnaces will continue to accept raw resources from inserters when they have several items in ther output slot not being taken? Assemblers stop getting ingredients inserted from belts/chests once a small number of items are in the output slot, so why the different behavio...

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