Search found 51 matches

by bonob
Mon Jan 13, 2025 8:26 pm
Forum: Gameplay Help
Topic: Intraplanetary rocket logistics
Replies: 4
Views: 512

Re: Intraplanetary rocket logistics

You could probably ship stuff through a space platform from several rocket silos to a landing pad. Better don't connect the source silo and the target landing pad through logistic network, if you want to avoid logistic bots to mess up with the route.
But you can only have a single landing pad on a ...
by bonob
Mon Jan 13, 2025 7:48 pm
Forum: Gameplay Help
Topic: Nutrient spoiling in inserter hand
Replies: 2
Views: 395

Re: Nutrient spoiling in inserter hand

Very much the same, thanks for the pointer eugenekay!
by bonob
Mon Jan 13, 2025 7:38 pm
Forum: Gameplay Help
Topic: Nutrient spoiling in inserter hand
Replies: 2
Views: 395

Nutrient spoiling in inserter hand

Recently I'm seeing a lot of nutrient inserters getting stuck with spoilage in their hand. It didn't happen before, so I'm wondering if there could be a regression, possibly in 2.0.30.
It happened several times with my bioflux producers on Gleba, and with my oil crackers and rocket fuel producers on ...
by bonob
Wed Nov 20, 2024 5:31 pm
Forum: Not a bug
Topic: [2.0.20] Items getting quality in underground belt
Replies: 3
Views: 530

Re: [2.0.20] Items getting quality in underground belt

Gosh, I certainly put these modules there without realizing :shock:

Sorry for the (hopefully small) waste of your time, and thanks morsk and Rseding91!
by bonob
Wed Nov 20, 2024 4:58 pm
Forum: Not a bug
Topic: [2.0.20] Items getting quality in underground belt
Replies: 3
Views: 530

[2.0.20] Items getting quality in underground belt

I have an underground belt carrying green and red circuits passing under a quality-module-bearing quality-module-producing assembler.
The red circuits passing on that belt sometimes get quality increase.

This happens under the quality module level 1 assembler here:
20241121-003215.png

It seems ...
by bonob
Sun Nov 17, 2024 3:10 pm
Forum: Ideas and Suggestions
Topic: Allow Parallel Research
Replies: 9
Views: 1210

Re: Allow Parallel Research

I feel this sort of feature would be a tremendous enhancement to the game, specifically Space Age.

In my only run where I managed to produce agricultural (Gleba) science so far, getting it fresh to the labs was so hard that the need to micromanage science immediately arose, until I decided to let ...
by bonob
Fri Nov 08, 2024 1:07 pm
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 81
Views: 17122

Re: Friday Facts #436 - Lost in Translation

Not a localization topic, but related to search features, and one might argue vaguely related :

I use search on the map mostly to look at where resources are. It would be convenient to be able to highlight all resource patches at the same time rather than to have to go through "ore", "stone", "coal ...
by bonob
Fri Aug 14, 2020 10:50 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 130523

Re: Friday Facts #360 - 1.0 is here!

FFF (the blog) can be followed with RSS, will you update it in case you have something special to say, on top of the email notice?

Well, and hearty thanks and congratulations for this wonderful game and adventure!
by bonob
Fri Mar 29, 2019 7:27 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 33037

Re: Friday Facts #288 - New remnants, More bugs

Make remnants a real object, with collision box.
That certainly makes an impact on gameplay, how big I don't know. Making it difficult to move through ruins makes sense. Making it slow for biters to move through freshly destroyed walls again makes sense. Being able to scavenge materials from ...
by bonob
Fri Jul 31, 2015 6:57 pm
Forum: News
Topic: Friday Facts #97 - Greenlight preparations
Replies: 46
Views: 44939

Re: Friday Facts #97 - Greenlight preparations

The promo trailer, released about a year ago I think, was great, that's when I discovered and started to play Factorio.

Looking at it again now, I got curious about the music, that's so clearly Danny Elfman (the guy who made most of Tim Burton movies soundtracks)
Well, no, that's not him, so now I ...
by bonob
Mon Jul 20, 2015 4:13 pm
Forum: General discussion
Topic: 0.12 - Stone and concrete path 'mine a path'
Replies: 7
Views: 14400

Re: 0.12 - Stone and concrete path 'mine a path'

Very clear, thanks!
by bonob
Mon Jul 20, 2015 3:33 pm
Forum: General discussion
Topic: 0.12 - Stone and concrete path 'mine a path'
Replies: 7
Views: 14400

0.12 - Stone and concrete path 'mine a path'

The stone and concrete tooltips say that 'it can also be used to mine any kind of path'.
What does that mean?
by bonob
Fri Apr 10, 2015 3:59 pm
Forum: News
Topic: Friday Facts #81 - Chain signals
Replies: 43
Views: 47082

Re: Friday Facts #81 Chain signals

I was thinking, there's a lot of mentions to TTD whenever train pathing and signals are the topic, have you guys looked into how Simutrans manages the train pathing?
I wouldn't know if there are significant differences between Simutrans and TTD in the implementation of train logic, but since the ...
by bonob
Fri Jan 09, 2015 7:01 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 45951

Re: Friday Facts #68 The trains

SuperSandro2000 wrote:What are pre-signals doing? some big signal network or so?
They're useful to prevent a train entering a critical section if it's not sure it can leave it.
Without it, you can't have a two-track station that runs smoothly.

So, yay, pre-signals!
by bonob
Fri Dec 26, 2014 4:13 pm
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 52166

Re: Friday Facts #66 - Merry christmas

Well, 11.7 is the first time that the replay is working, at least for me, so I don't want to update until I finished the game I started with it :/

The new features for signal processing sound exciting !

Merry Christmas :D
by bonob
Thu Sep 04, 2014 2:58 pm
Forum: General discussion
Topic: Factorio ripoff
Replies: 22
Views: 13668

Re: Factorio ripoff

Some consider Minecraft is a copy of Infiniminer (or at least that it started this way)

Zach, the guy who made Infiniminer (and also Spacechem, which is wonderful, and Kohctpyktop , which I recommend to puzzle lovers who are not afraid of adversity) said about that:
The act of borrowing ideas is ...
by bonob
Fri Aug 29, 2014 2:36 pm
Forum: Gameplay Help
Topic: Building useful Rail Networks
Replies: 11
Views: 7606

Re: Building useful Rail Networks

Doubleheaded trains vs small loops to turn around : both seem to work fairly well, it's mainly about the resource cost of the extra locomotive vs the resource and space cost of the loops? Or does the path-finding AI handle one option better than the other?
No. In my eyes a double headed train is ...
by bonob
Fri Aug 29, 2014 2:20 pm
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 283194

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Before you switch to 0.10.9, guys, someone *got* to do a prank with the item bomb!
by bonob
Fri Aug 29, 2014 2:14 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1128038

Re: Factorio Roadmap for 0.11 + 0.12

Do you plan the following updates at some point in the future?

- UI look (essentially make the gray windows nicer, but there are also a number of small features which could improve the experience)
- Graphs look (without vertical axis / scale, they are nice to look at, but miss a lot of usefulness ...
by bonob
Fri Aug 15, 2014 3:36 pm
Forum: Releases
Topic: Version 0.10.7
Replies: 12
Views: 30191

Re: 0.10.7

Well, if you go to the path indicated ([user]\appdata\roaming\factorio\temp\currently-saving.zip), copy this file to the main save location and rename it, you get a working save.
Be careful if you try to save over a save too, as the original file will disappear.

Ooh, and please don't wait a week to ...

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