Search found 20 matches
- Mon Mar 27, 2017 11:21 am
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 76002
Re: Friday Facts #183 - Aiming for the release date
This is getting so good. <3 The downside: It completely makes me NOT WANT TO PLAY RIGHT NOW because I "rather wait for 0.15", just because I know that it's going to be that much better. Even these small changes have a profound impact to usability and gameplay. Very well done! Release it wh...
- Sat Feb 25, 2017 9:58 am
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 57462
Re: Friday Facts #179 - New resource graphics & concrete
Guys arguing colors of the ores is pointless. http://i.imgur.com/9LcJgYJ.jpg Most people don't know what ores actually look like IRL so videogames just go with old conventions (iron is gray = iron ore is gray). Very few people know what uranium ore looks like (thankfully), but most people associate...
- Fri Oct 28, 2016 4:41 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 71164
Re: Friday Facts #162 - Theme Art Again
So long and thanks for all the alien artifacts.
Smart choice with multiplying liquids by 10, I like it. I'm eager to get my hands on the fluid wagon and to work with the new science. Any estimate on when this will arrive for the experimental builds?
Smart choice with multiplying liquids by 10, I like it. I'm eager to get my hands on the fluid wagon and to work with the new science. Any estimate on when this will arrive for the experimental builds?
- Thu Oct 27, 2016 10:21 am
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 9689
Re: Why is this train being stupid?
Trains recalculate when they pass signals. Therefore there is a problem when you use chain signals, where if a train queues up at a chain signal but then a different bay becomes free, the train will not see it because is not recalculating its path. The solution is to make a "faux-chain signal&...
- Mon Oct 24, 2016 7:45 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128698
Re: Save of Kovarex's game
Kovarex, please give us your final save! I think it will be very useful and helpful for growing our factorio-skill for many of us. His base is made in 0.15, so we can't open it in 0.14. :( Edit: But some pictures would be nice :D I'm not done as I need to make everything nice and figure out the pro...
- Sun Oct 23, 2016 4:03 pm
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 9689
Re: Why is this train being stupid?
At this point in the game I don't even get to use all the resources that I'm able to collect, so usually trains take a while to unload because the belts/furnaces to which they output are barely consuming anything. I've actually (on a different game) settled for something more traditional (train que...
- Sun Oct 23, 2016 2:47 pm
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 9689
Re: Why is this train being stupid?
try putting a station before the unload stations (left of blue square) with a wait time of 0 seconds. trains should recalculate after the 0 second stop. I have used this technique in my previous game but it seems that it only works to a degree. This is because the trains will leave from that statio...
- Sat Oct 22, 2016 5:16 pm
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 9689
Re: Why is this train being stupid?
One thing i noticed that's different between your station and mine is your exit signals (in red squares in your screenshot) are chain signals while i use block signals. Here are my unloading stations. Even the circuit controlled block signals from the crossings don't seem to freak out path finding....
- Sat Oct 22, 2016 5:11 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128698
Re: Friday Facts #160 - Playtesting
In all my vanilla playthroughs (including a just-finished 0.14), I have never felt the need for trains. A few-hundred tile conveyer belt always seemed more convenient. Please change something so that trains become a natural option (As of a while ago, the RSO mod did a good job of this). People use ...
- Sat Oct 22, 2016 2:18 pm
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 9689
Re: Why is this train being stupid?
It's path and choice of (un)loading bay were made long ago, and at that time, the 2nd bay was free (or had less trains waiting for it). This is the thing you were hearing a lot about on these boards when 0.13 was still experimental. The trains aren't smart enough to re-check their path choice to se...
- Sat Oct 22, 2016 12:31 pm
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 9689
Why is this train being stupid?
I've browsed around, but couldn't find an explanation. I imagine that someone might have already encountered this (issue?) as most people now use queuing stations instead, but I would expect this to work in a small set-up. From my knowledge of trains, this should work. However, the result is rather ...
- Fri Oct 21, 2016 1:20 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128698
Re: Friday Facts #160 - Playtesting
Please rethink the train design. Its too hard for me to understand. I sometimes cant igure out why something is not working, or why is it blocking. There's nothing wrong with the design, it just needs a tutorial. I'd bet if you go search the help forum there will be plenty of posts helping explain ...
- Tue Oct 18, 2016 3:00 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128698
Re: Friday Facts #160 - Playtesting
Ah yes I notice this behaviour in sandbox mode, hold mouse button and move the screen, there are regular gaps in the belt line. I'm not entirely certain if this is the behavior that he was referring to. This happens because depending on the zoom level you more "too fast" for the placement...
- Sat Oct 15, 2016 11:35 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128698
Re: Friday Facts #160 - Playtesting
I agree with most of your findings kovarex, I want to humbly address a couple of one them: Decrease the bounding box of burner mining drills,chemical plants and pumpjacks so walking in between them is possible. Increase stack sizes of belts,walls and pipes from 50 to 100, this is mainly for the late...
- Mon Oct 03, 2016 3:15 pm
- Forum: News
- Topic: Friday facts #158 - The end of the 32 bit era
- Replies: 132
- Views: 68995
Re: Friday facts #158 - The end of the 32 bit era
And that's why you don't buy games in EA, Devs like to change things and fuck you up. Hope we get 1.0 before they stop supporting 64 bits I guess we could also drop 64bit support in 0.15. Of course that would mean no one would be able to play the game, but we have a right to do that, don't we? Ever...
- Thu Sep 22, 2016 7:46 am
- Forum: Gameplay Help
- Topic: semaphores
- Replies: 5
- Views: 3116
Re: semaphores
I would place signals like this. The chains signals make sure, that a train turning from the station and one passing the station don't block each other. I would go with the same solution. I can't imagine any other way to make it "better". Edit: Actually, the Normal signal to the top right...
- Sat Jul 09, 2016 8:13 am
- Forum: Releases
- Topic: Version 0.13.6
- Replies: 55
- Views: 43003
Re: Version 0.13.6
World gen works for me. Maybe the problem isn't that it is "not working" but that it "works different"? I'm very happy with 0.13 branch. Thank You devs <3 Me too, no issues whatsoever. Not with terrain generation or anything else, it's still fun and enjoyable, the new rail plann...
- Mon Jul 04, 2016 9:04 am
- Forum: Releases
- Topic: Version 0.13.4
- Replies: 43
- Views: 32608
Re: Version 0.13.4
Wow. Kudos development. I must admit that I haven't stumbled upon any bugs in 0.13 yet.
- Mon Jun 27, 2016 6:53 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 204909
Re: Version 0.13.0
In Library:Zeriga wrote:Oh. Apparently if you're on Steam and haven't received the update you can opt into it.
Properties > Betas > 0.13.0 - Factorio 0.13.0
My download just completed.
- Mon Jun 27, 2016 6:51 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 204909
Re: Version 0.13.0
That's what I call underrated.Minor Features