Search found 120 matches

by m44v
Sat Jul 04, 2020 4:35 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 4861

Re: Friday Facts #354 - Launch party and HR power switch

WHAT. the power switch is hollow? all this time I thought it was a big solid piece of metal making the connection.

To be frank I don't like it now.
by m44v
Tue Jun 02, 2020 12:51 am
Forum: General discussion
Topic: Factorio Paper Cuts
Replies: 29
Views: 2135

Factorio Paper Cuts

Given that Wube is on the race for the 1.0 release I thought about sharing my list of petty annoyances with the game, with luck some of them are trivial to fix, sort of like a paper cut bug . I want to encourage everyone to find more, it has to be an annoying usability issue that hopefully is also t...
by m44v
Tue May 26, 2020 3:21 am
Forum: Technical Help
Topic: Factorio is not using GPU (Linux)
Replies: 18
Views: 588

Re: Factorio is not using GPU (Linux)

try finding the version of factorio where it used to work.
by m44v
Thu May 21, 2020 4:48 pm
Forum: Releases
Topic: Version 0.18.26
Replies: 45
Views: 10275

Re: Version 0.18.26

I bet that "crafting machines" doesn't include the rocket silo.
by m44v
Tue Nov 05, 2019 1:03 am
Forum: Releases
Topic: Version 0.17.75
Replies: 23
Views: 10144

Re: Version 0.17.75

Construction bots don't batch when deconstructing tiles...

unplayable.
by m44v
Thu Oct 17, 2019 2:28 pm
Forum: Ideas and Suggestions
Topic: Logistics robots should not remove repair packs from roboports
Replies: 13
Views: 707

Re: Logistics robots should not remove repair packs from roboports

You're not supposed to put repair packs in roboports, those slots exists so construction robots can land without having to put the repair pack back in a chest.
by m44v
Tue Oct 15, 2019 8:49 pm
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 56
Views: 7150

Re: Are Bitters unnecessary?

My simplest idea for make biters less boring in the late game is to add infinite evolution. Remove the evolution cap, instead of adding new biters once you reach the behemoth stage they just increase their resistances to physical, laser and fire damage, so long there's still pollution. You gotta kee...
by m44v
Fri Oct 11, 2019 9:43 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 10255

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

fully support this change in biter pathfinding, it looks soo much better! would you devs also consider removing biter collision with trees as well? I find unnatural how biters get stuck and confused by forests, it's their native environment! Behemoths walking through trees might not look right, but ...
by m44v
Sun Oct 06, 2019 3:45 pm
Forum: Minor issues
Topic: [0.17.25] Wrong status of entities
Replies: 6
Views: 917

Re: [0.17.25] Wrong status of entities

MoeGraph wrote:
Fri Apr 05, 2019 4:07 pm
Heat exchanger: "No fuel"
I going to second this, I spent a significant time trying to figure out why not all my heat exchangers were working, but in the end they were generating steam just fine, is just that the status message is unreliable.

Either fix the status or remove it.
by m44v
Sat Oct 05, 2019 4:52 pm
Forum: Not a bug
Topic: [0.17.69] Train time passed condition resets if there's no enabled stations to go
Replies: 4
Views: 386

Re: [0.17.69] Train time passed condition resets if there's no enabled stations to go

Klonan wrote:
Fri Oct 04, 2019 3:20 pm
I don't see how else it would work,
oh let's be creative, how about the timer shouldn't reset if the train doesn't physicaly leave the station?
by m44v
Fri Oct 04, 2019 2:53 pm
Forum: Not a bug
Topic: [0.17.69] Train time passed condition resets if there's no enabled stations to go
Replies: 4
Views: 386

Re: [0.17.69] Train time passed condition resets if there's no enabled stations to go

I understand what's happening, but it's unexpected to the user that doesn't know the internal logic of the train network.
by m44v
Fri Oct 04, 2019 1:04 am
Forum: Not a bug
Topic: [0.17.69] Train time passed condition resets if there's no enabled stations to go
Replies: 4
Views: 386

[0.17.69] Train time passed condition resets if there's no enabled stations to go

So if I setup a train schedule with a time passed condition (like in the image), once the condition is met, if there's no enabled stations to go the timer resets and starts again. I find this kind of odd, I would expect that once the timer runs out, it will stay that way and the train will depart as...
by m44v
Sun Aug 25, 2019 12:41 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 30781

Re: Friday Facts #309 - Controversial opinions

I feel like biters are too aggressive early game and too annoying late game. Early game you can't explore around at all because you can't walk two steps without a biter nest attacking you on sight. The aggro range is also too binary, the player doesn't have any feedback about how close you can trail...
by m44v
Fri Mar 08, 2019 1:24 am
Forum: General discussion
Topic: Was 0.17.7 biters nerfed already?
Replies: 21
Views: 2969

Re: Was 0.17.7 biters nerfed already?

And on the release of 0.17 I've been reading some people complain about the biter difficulty so I was expecting it to be very hard. People complained of the difficulty of the introductory campaing , that spawns waves and waves of biters at the end of it. The difficulty in freeplay hasn't changed re...
by m44v
Mon Mar 04, 2019 1:00 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.1] Texture corruption at maximum scale
Replies: 4
Views: 1040

Re: [posila] [0.17.1] Texture corruption at maximum scale

I have the same issue, I'm adding screenshots since OP's are already gone. This is with Ubuntu 18.10, AMD Radeon 6670 and Mesa 19.1.0-devel drivers. Factorio 0.17.4, video memory usage to "high". Changing it to "all" fixed it. first screenshot is zoomed in, no corruption, second zoomed out and corru...
by m44v
Sun Mar 03, 2019 2:41 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.4] Too many biters for game to handle
Replies: 3
Views: 1080

Re: [0.17.4] Too many biters for game to handle

yeah, if you cancel the research and try to hold as much as you can it can get pretty bad :P
Image
by m44v
Wed Feb 27, 2019 1:42 am
Forum: Not a bug
Topic: [wheybags] [0.17.1] Killed by Compilatron
Replies: 2
Views: 529

[wheybags] [0.17.1] Killed by Compilatron

Image

I'm not sure what happened, I think It ran over the player character.
by m44v
Sun Feb 17, 2019 3:10 am
Forum: Ideas and Suggestions
Topic: Player Power Curve vs Biter Power Curve imbalanced
Replies: 43
Views: 2150

Re: Player Power Curve vs Biter Power Curve imbalanced

The game is not meant to be a combat simulator (standard RTS game). It's fully intended that the player is more powerful than the biters and eventually they become something you don't need to think about and allow you to focus on just the factory portion of the game - the main portion of the game. ...
by m44v
Fri Feb 01, 2019 8:01 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 33025

Re: Friday Facts #280 - Visual Feedback is the king

Great FF.

I'm going to add my support for a disable logistic request toggle.
by m44v
Sat Jan 26, 2019 7:39 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 27622

Re: Friday Facts #279 - Train GUI & Modern Spitter

my complaint with the train GUI is its a PITA to manage lots of trains with the same schedule, copy&paste every train is a hassle to do.

Go to advanced search