TL;DR
or anything to make them distinct from active miners. so player can spot them easier.
I would like this in vanilla myself. It might be more Factorio-esque and in keeping with the existing alert system to make the visual cue more like a flashing alert icon akin to the one used to alert that ...
Search found 20 matches
- Wed May 24, 2017 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Darken miner on depleted deposit
- Replies: 14
- Views: 5768
- Tue Oct 04, 2016 3:42 am
- Forum: General discussion
- Topic: "Paving the ground is like Herpes"
- Replies: 9
- Views: 7704
Re: "Paving the ground is like Herpes"
Based on what you've reported, he was concerned about you reducing the pollution absorption of the natural landscape (which has some) by replacing it with stone or concrete (which has none). To the extent that the map has biter attacks triggered by spawners absorbing otherwise unabsorbed pollution ...
- Thu Sep 08, 2016 3:42 am
- Forum: Show your Creations
- Topic: Fun animated GIF from bad "There is no spoon" run
- Replies: 3
- Views: 3194
Re: Fun animated GIF from bad "There is no spoon" run
The steam engines + wind really make the gif
Heh. Well, it certainly makes it in the sense that it probably makes up most of it, in terms of bytes. I take a look at the frames, and about half of each frame is capturing those silly things. I'm surprised but happy to hear you liked that part; I ...
Heh. Well, it certainly makes it in the sense that it probably makes up most of it, in terms of bytes. I take a look at the frames, and about half of each frame is capturing those silly things. I'm surprised but happy to hear you liked that part; I ...
- Thu Sep 08, 2016 1:47 am
- Forum: Show your Creations
- Topic: Fun animated GIF from bad "There is no spoon" run
- Replies: 3
- Views: 3194
Fun animated GIF from bad "There is no spoon" run
I most recently played a game expressly to get "There is no spoon" (win in 8 hours) and did so in a very cowardly way, by building my base at least "twice" with saves: every time I attempted an expansion I'd save, build what I wanted once (which took me a while as I figured out what I really wanted ...
- Wed Sep 07, 2016 9:44 pm
- Forum: General discussion
- Topic: Lazy bastard mining speed
- Replies: 11
- Views: 6619
Re: Lazy bastard mining speed
Why wouldn't you craft the extra mining drill? You have enough extra crafts to make both a pick and an extra mining drill, so unless you are trying to complete it with minimal crafts, what else would you craft that speeds up or eases the challenge?
It's not clear to me the drill by itself is ...
It's not clear to me the drill by itself is ...
- Sun Aug 14, 2016 3:50 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 99681
Re: Friday facts #151 - The plans for 0.14
I haven't such a construction just now, but i think, it can be interesting to design it.
Could you please?
So the reason why I'm asking is that there was a specific claim made that this would be easy to do, and would ruin the game. It's unclear to me that it is easy, and my suspicion is that you ...
Could you please?
So the reason why I'm asking is that there was a specific claim made that this would be easy to do, and would ruin the game. It's unclear to me that it is easy, and my suspicion is that you ...
- Sat Aug 13, 2016 11:13 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 99681
Re: Friday facts #151 - The plans for 0.14
You can build an assembler and two chest besides it: one for input to assembler and one for output from it. Also you can set an inserter that would move anything from output chest to input chest. Voila! you have a simple system, that can assemble almost anything (except recipes, that demands ...
- Sat Aug 13, 2016 3:07 am
- Forum: General discussion
- Topic: Am I losing my mind? Iron Throne 2
- Replies: 4
- Views: 3027
Re: Am I losing my mind? Iron Throne 2
200k at that rate, or 200k total? I've produced 240k plates total this map.
Then unless you only produced 40k prior to an hour ago, that will not do it. There has to be literally an hour where you produce 200k. You could not, for example, produce 56 in one second, or 3334 in one minute, and have ...
Then unless you only produced 40k prior to an hour ago, that will not do it. There has to be literally an hour where you produce 200k. You could not, for example, produce 56 in one second, or 3334 in one minute, and have ...
- Sat Aug 13, 2016 3:02 am
- Forum: General discussion
- Topic: Science after all research is done.
- Replies: 6
- Views: 4320
Re: Science after all research is done.
Please point me to a tread or Friday Facts about this if it exists. My factory has become a bit boring now that all those science mechanics stopped.
The closest I've seen to something official is FFF 129 , where they talked about infinite research in the section headed "The late game enhancement ...
The closest I've seen to something official is FFF 129 , where they talked about infinite research in the section headed "The late game enhancement ...
- Sat Jul 30, 2016 10:54 pm
- Forum: General discussion
- Topic: Lazy Bastard Achievement - No hand crafting challenge
- Replies: 62
- Views: 110333
Re: Lazy Bastard Achievement - No hand crafting challenge
Hardest part was that I did the "no logistic robots" achievement at the same time. Which means you do a lot of "grab this from there"
There is no achievement for no logistic robots that I see, at least listed here . I believe what you may be thinking of is " Logistic network embargo, Win the game ...
There is no achievement for no logistic robots that I see, at least listed here . I believe what you may be thinking of is " Logistic network embargo, Win the game ...
- Mon Jul 25, 2016 8:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] [rrrola] Right panel "jitter" on mouseover
- Replies: 5
- Views: 2414
[0.13.10] [rrrola] Right panel "jitter" on mouseover
So, the right panel shows, from top to bottom, current research, a control bar, a mini-map, and finally properties of the moused-over entity.
Some background: I generally use 3 efficiency 1 modules per assembly machine 3. Anyway, when I mouse over such a machine, the right panel "jitters," as it ...
Some background: I generally use 3 efficiency 1 modules per assembly machine 3. Anyway, when I mouse over such a machine, the right panel "jitters," as it ...
- Fri Jul 22, 2016 4:38 pm
- Forum: General discussion
- Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
- Replies: 19
- Views: 14518
Re: How to store 4 trillion square tiles of map in just 8 GB RAM
This isn't entirely right. If the player travels at 40 tiles/s then it takes him 2M / 40 = 50000 seconds to go from one side to the other side of the map. If the player has a vision of 5x5 chunks (meaning, 2.5 chunks in all directions) and a chunk is 32 tiles then he has to run back and forth from ...
- Fri Jul 22, 2016 8:13 am
- Forum: General discussion
- Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
- Replies: 19
- Views: 14518
Re: How to store 4 trillion square tiles of map in just 8 GB RAM
So, does anyone have an idea how this is stored in ram in such a way that it is accessible in realtime?
This prior post details some aspects of the world generation, as does this wiki page . It is procedurally generated using Perlin noise. (In principle they could have used any parameterizable ...
This prior post details some aspects of the world generation, as does this wiki page . It is procedurally generated using Perlin noise. (In principle they could have used any parameterizable ...
- Sun Jul 17, 2016 8:50 pm
- Forum: General discussion
- Topic: Lazy Bastard Achievement - No hand crafting challenge
- Replies: 62
- Views: 110333
Re: Lazy Bastard Achievement - No hand crafting challenge
you guys are extreme.
Possibly. The early game certainly plays very differently. Past automation 2, it basically plays like any other game of Factorio, more or less.
Do you have to rebind the craft keys to something else to avoid accidentally crafting something?
For me, yes. I don't consider ...
Possibly. The early game certainly plays very differently. Past automation 2, it basically plays like any other game of Factorio, more or less.
Do you have to rebind the craft keys to something else to avoid accidentally crafting something?
For me, yes. I don't consider ...
- Wed Jul 13, 2016 6:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8][Oxyd] With two alerts, click can focus on wrong one
- Replies: 2
- Views: 2859
[0.13.8][Oxyd] With two alerts, click can focus on wrong one
Factorio has the convenience that if you click on an alert, it will center the source of the alert on the map. Quite useful. Factorio also has the ability to display two simultaneous alerts. However, if there are multiple alerts, it seems like clicking on one of the alerts can sometimes behave as if ...
- Sat Jul 09, 2016 11:59 pm
- Forum: Combinator Creations
- Topic: Calculate Ο and e with combinators
- Replies: 3
- Views: 2849
Re: Calculate Ο and e with combinators
I also made e with my combinator computer: https://forums.factorio.com/viewtopic.php?f=8&t=28662 ,but with a different formula:(1+(1/n))^n as n goes to infinity. My e is nowhere as exact:2.6975, but that is probably because i used 10k instead because i need to do ^n and that means (a*b)/10k ...
- Sat Jul 09, 2016 10:51 pm
- Forum: Combinator Creations
- Topic: Calculate Ο and e with combinators
- Replies: 3
- Views: 2849
Calculate Ο and e with combinators
When 0.13 came out one thing I did was play more with circuits. Outputs of circuits can become (directly or indirectly) inputs to the same circuits, and with this you can do some useful things , but also some useless things like calculate recurrences or infinite sums. So I made a few machines to ...
- Sat Jul 09, 2016 3:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [Twinsen] Constant combinator control updates to wrong value
- Replies: 2
- Views: 2658
[0.13.6] [Twinsen] Constant combinator control updates to wrong value
http://i48.photobucket.com/albums/f206/SZKP2021/Factorio/combinator-ui-no-update_zpsfidgkobv.gif
So constant combinators appear to have the following UI behavior: when changing the value output on a particular signal, both the signal output value and the UI control that lets you set the constant ...
So constant combinators appear to have the following UI behavior: when changing the value output on a particular signal, both the signal output value and the UI control that lets you set the constant ...
- Sun Jul 03, 2016 7:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.3] [kovarex] Two-length trains end sometimes not unloadable
- Replies: 4
- Views: 3414
[0.13.3] [kovarex] Two-length trains end sometimes not unloadable
In 0.13 we had the absolutely lovely enhancement that cargo wagons were unloadable in six positions per side. This normally works great, but for reasons I find difficult to comprehend, my two length trains will sometimes not be "unloadable" from the sixth position of the second car.
On the other ...
On the other ...
- Tue Jun 28, 2016 5:47 am
- Forum: Duplicates
- Topic: Every time i load my save i get an unexpected error
- Replies: 3
- Views: 1744
Re: Every time i load my save i get an unexpected error
I believe I am suffering from the same problem in 0.13.0: see dropbox link , where you'll see three files.
factorio-20160627-2217.log is the first logged failure.
aurora1.zip is the save I was attempting to load.
factorio-20160627-2220.log is a similar log from when I attempted to load an ...
factorio-20160627-2217.log is the first logged failure.
aurora1.zip is the save I was attempting to load.
factorio-20160627-2220.log is a similar log from when I attempted to load an ...