Search found 26 matches

by taikodragon
Mon Nov 25, 2024 2:10 am
Forum: Gameplay Help
Topic: Fulgora - Roboport and Batteries in Tank
Replies: 7
Views: 1321

Re: [2.0.20] Fulgora - Roboport and Batteries in Tank



That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.

It seems like the equipment grid delivers power as a priority queue maybe?


Even in the regular power grid you get some prioritisation, for example laser turrets ...
by taikodragon
Sun Nov 24, 2024 9:10 pm
Forum: Gameplay Help
Topic: Fulgora - Roboport and Batteries in Tank
Replies: 7
Views: 1321

Re: [2.0.20] Fulgora - Roboport and Batteries in Tank

Thanks for the tip. Batteries do charge with nothing else in the grid, so it isn't broken.

That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.

It seems like the equipment grid delivers power as a priority queue maybe ...
by taikodragon
Sun Nov 24, 2024 10:15 am
Forum: Gameplay Help
Topic: Fulgora - Roboport and Batteries in Tank
Replies: 7
Views: 1321

Re: [2.0.20] Fulgora - Roboport and Batteries in Tank

I'm supposing it is a different issue, since everything work alright in the Power Armor Mk1. It doesn't supply power at all.
by taikodragon
Sun Nov 24, 2024 8:59 am
Forum: Gameplay Help
Topic: Fulgora - Roboport and Batteries in Tank
Replies: 7
Views: 1321

Fulgora - Roboport and Batteries in Tank

When batteries, roboports, belt immunity are placed in the tank's equipment grid, they don't appear to get any power from solar panels also placed in the grid. Shields appear to function normally though.

I've only seen this on Fulgora and I'm confused why it isn't working.
by taikodragon
Fri Aug 17, 2018 4:52 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 56461

Re: Friday Facts #256 - The little things 3

Please don't make me go backwards and use personal solar panels!
They should make personal solar panels more useful so having them in the grid is worthwhile. I personally avoid all the armor equipment until I get the reactor since personal solar panels can't keep up with the demand except for ...
by taikodragon
Fri Jul 13, 2018 2:15 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1519784

Re: Bugs & FAQ

I'm getting an error when using the PetroChem mod.

Failed to load mods: Error in assignID, item with name 'solid-lime' does not exist.

Source: filter-lime (recipe).

Mods to be disabled:
- angelspetrochem.
by taikodragon
Tue Jun 19, 2018 11:22 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 72639

Re: Friday Facts #247 - Pricing and its exploits

Pffft Satisfactory..... I think you guys have all missed the true competitor for Factorio.......


Assembly Line for iOS and Andriod.... https://www.google.com/search?q=assembly+line+game

Now that is going to eat away Wube's market share :P :P :P :P
I broke the economy in that game using the ...
by taikodragon
Mon Jun 11, 2018 7:14 pm
Forum: Releases
Topic: Version 0.16.50
Replies: 22
Views: 26450

Re: Version 0.16.50

thecatlover1996 wrote:
Merssedes wrote:(2-2).(2^(2^2)).((2+2*2*2)^2)/2
:)
Such a nice and round version number :D
(where, as a programmer, "round" is mostly defined as having to do something with the number "2" :lol: )
"2" is the loveliest number of them all. All things should come in powers of 2.
by taikodragon
Fri Mar 09, 2018 7:06 pm
Forum: News
Topic: Friday Facts #233 - Wiki admin
Replies: 23
Views: 16334

Re: Friday Facts #233 - Wiki admin

Does there exist a public link to this Factorio discord?
by taikodragon
Sun Mar 04, 2018 7:29 pm
Forum: News
Topic: Friday Facts #232 - PAX, Bugs, Graphs
Replies: 49
Views: 26426

Re: Friday Facts #232 - PAX, Bugs, Graphs

I use just-in-time production for research anyway so if only one thing runs out the entire research module would grind to a halt anyway to wait up for that thing, so might as well just shut off everything then.

Could you explain what "just-in-time production" is? I haven't heard of that with ...
by taikodragon
Wed Jan 24, 2018 9:17 pm
Forum: Releases
Topic: Version 0.16.17
Replies: 53
Views: 33598

Re: Version 0.16.17

Can inserters now fully compress a belt? Or is that meant for a future update?
I hope this will never be re-introduced. There are mechanics for that in the game, use them.


What mechanics are you talking about that makes inserters be able to fully compress a belt, except for tick counting hacks ...
by taikodragon
Thu Jan 18, 2018 1:19 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 457229

Re: Friday Facts #225 - Bots versus belts (part 2)

Overall, it seems that beacons are the real problem, the only reason micro-builds are so popular is because of the beacon coverage, belts and beacons just don't go together as it currently stands.

This. And as far as there are people that view bots as cheating there are those that consider “belt ...
by taikodragon
Wed Jan 17, 2018 10:46 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 457229

Re: Friday Facts #225 - Bots versus belts (part 2)

Overall, it seems that beacons are the real problem, the only reason micro-builds are so popular is because of the beacon coverage, belts and beacons just don't go together as it currently stands.
by taikodragon
Fri Dec 22, 2017 6:30 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 77570

Re: Version 0.16.7

Adding some thought to why the fluid wagon wasn't intuitive to have it configurable: In a 2-1 or 1-2 configuration the wagon isn't symmetrical, and I think for many players that use double headed trains, any schedule with an odd number of stops could reverse the whole direction of the train and ...
by taikodragon
Fri Dec 15, 2017 3:31 pm
Forum: Releases
Topic: Version 0.16.3
Replies: 17
Views: 16186

Re: Version 0.16.3

Now we wait for the FFF to drop today :D Love all the ultra-fast bug fixing.
by taikodragon
Wed Dec 13, 2017 9:05 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 120605

Re: Version 0.16.0

Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. (51247)
But I used this to mark trees to be cleared that are in fog of war. :( It will make building rail through forests more difficult.

Tanks no longer take miniscule amounts ...
by taikodragon
Mon Dec 11, 2017 5:22 pm
Forum: News
Topic: Factorio T-shirts store now open
Replies: 86
Views: 77728

Re: Factorio T-shirts store now open

Where are you seeing how many are sold?
by taikodragon
Sat Oct 21, 2017 8:16 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 74630

Re: Friday Facts #212 - The GUI update (Part 1)


I'm sorry, I must concede you're right. I feel like that makes ORs very hard to effectively use because they operate on an unequal level to ANDs. I can't think of a programming language where ANDs and ORs are not of the same precedent.

C?

http://en.cppreference.com/w/c/language/operator ...
by taikodragon
Fri Oct 13, 2017 10:54 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 74630

Re: Friday Facts #212 - The GUI update (Part 1)

I like the new UI showing conditions of multiple stations. But the mock-ups show quite simple train schedules but already have so much stuff displayed. All the buttons and highlights are distracting. I hope that can be made less intrusive. Maybe by not showing all the edit controls until the player ...
by taikodragon
Fri Oct 13, 2017 10:43 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 74630

Re: Friday Facts #212 - The GUI update (Part 1)

Finally, I personally have always found it difficult to parse the train logic, so I am not always sure in what order the AND and OR conditionals apply. It may be useful to add parenthesis type conditionals or something to make it easier to read.

It doesn't solve the issue of it not being ...

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