Search found 106 matches
- Tue May 09, 2017 7:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 43694
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
I think changing this behavior should be a priority. I don't have anything to say that already hasn't been said, but consistent mechanics that don't have anti-synergy with other mechanics are important enough that I felt the need to say something.
- Wed Oct 26, 2016 3:48 pm
- Forum: Not a bug
- Topic: [Twinsen] Circuit Network, Anything Vs Everything
- Replies: 16
- Views: 7865
Re: [Twinsen] Circuit Network, Anything Vs Everything
But for logic: If everyone has 10$ then they can come into the disco, so if no one has money they can also come in ?!? If 5 people out of 5 have 10$, EVERYONE can enter the disco. If 4 people have 10$ one person has 1$, out of a total of 5 people, NOT EVERYONE can enter the disco. If 0 people out o...
- Wed Oct 26, 2016 3:08 pm
- Forum: Not a bug
- Topic: [Twinsen] Circuit Network, Anything Vs Everything
- Replies: 16
- Views: 7865
Re: [Twinsen] Circuit Network, Anything Vs Everything
It's just the way the edge cases are handled. If Everything > 10 means: if ALL the signals evaluated individually are > 10. If there are no signals, the condition is true by default, since IMO if you have no signals, all of them are > 10. If Anything > 10 means: if ANY of the signals evaluated indi...
- Wed Oct 26, 2016 12:32 am
- Forum: Not a bug
- Topic: [Twinsen] Circuit Network, Anything Vs Everything
- Replies: 16
- Views: 7865
Re: Circuit Network, Anything Vs Everything
In my experience, Everything > 10 evaluates more like Nothing < 11.roy7 wrote:Why is "Everything > 10" True when the chest is empty? Granted this helps make smart train loading easier... but it feels like a bug to me.
- Sun Mar 20, 2016 2:47 pm
- Forum: Mods
- Topic: [MOD 0.12.11] SRS, an end game challenge
- Replies: 8
- Views: 7910
Re: [MOD 0.12.11] SRS, an end game challenge
I like the idea of a different endgame mod, even if it winds up being very similar to vanilla. Blood coins sound like an alternate to the score counter of launching rockets, unless there's some use for them that I missed. Have you thought about posting the true base material balance of your blood co...
- Fri Mar 11, 2016 5:17 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 150650
Re: Friday Facts #129 - The late game
A) You have a scenario where infinite research makes part of the game irrelevant. In the case of infinite turret research, the player will eventually reach a point where the entire combat part of the game is easy and meaningless, removing that type of play as an option in megabases.. To show why th...
- Fri Mar 11, 2016 4:41 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 150650
Re: Friday Facts #129 - The late game
All of the ideas in this FF are great, and would make me highly interested in picking up Factorio again. It's been a while, and knowing endgame has been improved would be amazing, especially with respect to changes to resource gathering/generation. The concern I have with using research for an endga...
- Mon Oct 19, 2015 4:31 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Initial Map Scan
- Replies: 33
- Views: 37588
Re: [MOD 0.12.5+] Initial Map Scan
In line 4 of control.lua, changewaduk wrote:Mod broken in 0.12.11
Code: Select all
game.on_event
Code: Select all
script.on_event
- Sun Oct 04, 2015 6:47 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 197833
Re: Bob mods for 0.12
Poll results: Config mod: 25 votes. Configs in each mod: 4 votes. Config mod wins. New Logistics mod changes the research structure of the Logistic and Construction robots to include the Flying Robot Frame as a new intermediate. The new poll is related to this as a starting point. I basically have ...
- Sun Oct 04, 2015 6:44 pm
- Forum: Bob's mods
- Topic: [0.12.x][0.12.5]Bob's Library mod
- Replies: 44
- Views: 79721
Re: [0.12.x][0.12.0]Bob's Library mod
By itself it does nothing.It contains code that would be repeated in several mods, to make modding easier, and the mods that use it smaller. Quoting this for emphasis, mostly on the repeated code bit. Obviously it's nice to have smaller, more efficient mods, but one of the biggest benefits for the ...
- Fri Sep 25, 2015 1:41 am
- Forum: Mods
- Topic: [MOD 0.12.11]ResourceCombinator 0.0.5
- Replies: 19
- Views: 17657
Re: [MOD 0.12.6+]ResourceCombinator 0.0.1
Fantastic improvement of the former idea and makes it now totally in the sense of the game. How will it work with resources like oil? (yield, slowly depleting)? Fluid resources? (these are inspirational questions :) ) For now, like this: Updated to 0.0.2 look for resource under combinator first, in...
- Wed Sep 16, 2015 11:27 pm
- Forum: Pending
- Topic: [0.12.7] Furnace doesn't smelt
- Replies: 5
- Views: 8373
Re: [0.12.7] Furnace doesn't smelt
I've actually had this happen before, but I didn't think much of it. I suspected it had something to do with an internal buffer plate after the smelter reaches 100 not being cleared if the input changes without output, so it's stuck wanting to smelt something but can't because the buffer plate is di...
- Fri Sep 04, 2015 7:20 pm
- Forum: News
- Topic: Friday Facts #102 - Getting close
- Replies: 32
- Views: 37744
Re: Friday Facts #102 - Getting close
I've filed it away under the same technology as 100% efficient steam engines.AssaultRaven wrote:Yeah, that's what would happen if a giant plug like that was opened under load. I guess we're assuming it has arcing contacts hidden inside.
- Thu Sep 03, 2015 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Separate hotkey for putting item in trash slots.
- Replies: 6
- Views: 7431
Re: Separate hotkey for putting item in trash slots.
Kovarex has already replied to this on several occasions. The most recent I can remember is here.
- Wed Sep 02, 2015 3:45 pm
- Forum: Implemented Suggestions
- Topic: Update the Tips & Tricks graphics
- Replies: 3
- Views: 3657
Re: Update the Tips & Tricks graphics
This is actually something that really should be done before the steam release, in my opinion. Tips and tricks are something a lot of new players are going to see and use. Especially if they've never seen the game before, the old icons may actually be confusing because nothing in the game uses them.
- Wed Sep 02, 2015 3:22 pm
- Forum: Implemented Suggestions
- Topic: Mark water input in basic oil processing recipe
- Replies: 3
- Views: 4020
Re: Mark water input in basic oil processing recipe
The real frustration is that water goes in the left side of the oil refinery, but the right side of chemical plants for cracking. It's basically designed to mess with your head.
Are you calling water fat? 'Cause that's mean!Klonan wrote:Water goes on the Heavy Side.
- Wed Sep 02, 2015 3:20 pm
- Forum: Technical Help
- Topic: Game stuck at noon (12:00)
- Replies: 9
- Views: 9750
Re: Game stuck at noon (12:00)
Peter34 wrote:I'd still like to hear about any console commands that lets me inquire about what always_day is set to.
Post above you.prg wrote:Code: Select all
game.player.print(tostring(game.always_day))
- Tue Sep 01, 2015 11:09 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 468179
Re: [MOD 0.12.x] Natural Evolution v4.1.1 - All things Alien!
I've seen big worms before medium biters without using this mod (or Bob's for that matter), so it may or may not be a problem. Not very many, but occasionally they'll be in a base I want to destroy because it's sitting in my pollution cloud.
- Tue Sep 01, 2015 11:06 pm
- Forum: Releases
- Topic: Version 0.12.6
- Replies: 47
- Views: 52438
Re: Version 0.12.6
This workaround worked for me as well.mrhanman wrote:I was having trouble downloading until I noticed the URL was us2.factorio.com. On a whim, I tried us1.factorio.com, and it downloaded fine.
- Tue Sep 01, 2015 5:15 pm
- Forum: Releases
- Topic: Version 0.12.6
- Replies: 47
- Views: 52438
Re: Version 0.12.6
Download page 404s for all versions of windows except 32bit zip as well. I assume that's why the autoupdater isn't working.