Search found 22 matches
- Fri Aug 17, 2018 4:52 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 46877
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 maybe...
- Fri Jul 13, 2018 2:15 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1208797
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.
Failed to load mods: Error in assignID, item with name 'solid-lime' does not exist.
Source: filter-lime (recipe).
Mods to be disabled:
- angelspetrochem.
- Tue Jun 19, 2018 11:22 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 141
- Views: 61840
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 simplest...
- Mon Jun 11, 2018 7:14 pm
- Forum: Releases
- Topic: Version 0.16.50
- Replies: 22
- Views: 24251
Re: Version 0.16.50
"2" is the loveliest number of them all. All things should come in powers of 2.thecatlover1996 wrote:Such a nice and round version numberMerssedes wrote:(2-2).(2^(2^2)).((2+2*2*2)^2)/2
(where, as a programmer, "round" is mostly defined as having to do something with the number "2" )
- Fri Mar 09, 2018 7:06 pm
- Forum: News
- Topic: Friday Facts #233 - Wiki admin
- Replies: 23
- Views: 14254
Re: Friday Facts #233 - Wiki admin
Does there exist a public link to this Factorio discord?
- Sun Mar 04, 2018 7:29 pm
- Forum: News
- Topic: Friday Facts #232 - PAX, Bugs, Graphs
- Replies: 49
- Views: 22995
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 w...
- Wed Jan 24, 2018 9:17 pm
- Forum: Releases
- Topic: Version 0.16.17
- Replies: 53
- Views: 29607
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? For...
- Thu Jan 18, 2018 1:19 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 370396
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 βbelt we...
- Wed Jan 17, 2018 10:46 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 370396
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.
- Fri Dec 22, 2017 6:30 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66908
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 brea...
- Fri Dec 15, 2017 3:31 pm
- Forum: Releases
- Topic: Version 0.16.3
- Replies: 17
- Views: 14696
Re: Version 0.16.3
Now we wait for the FFF to drop today Love all the ultra-fast bug fixing.
- Wed Dec 13, 2017 9:05 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 109107
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 of...
- Mon Dec 11, 2017 5:22 pm
- Forum: News
- Topic: Factorio T-shirts store now open
- Replies: 86
- Views: 70357
Re: Factorio T-shirts store now open
Where are you seeing how many are sold?
- Sat Oct 21, 2017 8:16 am
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 63830
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_precedence ...
- Fri Oct 13, 2017 10:54 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 63830
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...
- Fri Oct 13, 2017 10:43 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 63830
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 intuitive ...
- Fri Oct 13, 2017 9:42 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 63830
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 intuitive ...
- Thu Jul 20, 2017 5:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.16] [0.15.28] Graphic for next Auto Trash in wrong location
- Replies: 5
- Views: 3433
Re: [0.15.28] Graphic for next Auto Trash in wrong location
I've attached the save and log as you asked. I haven't been able to find steps to reproduce this issue yet.
- Thu Jul 20, 2017 5:22 am
- Forum: Resolved Problems and Bugs
- Topic: Map Exchange String does not encode Max Expansion Distance
- Replies: 1
- Views: 2403
Map Exchange String does not encode Max Expansion Distance
I just started a new map and right before I did, I took screen shots of the settings. In them I set the Maximum expansion distance to 8 and changed a few other things. When I needed to restart I got the map exchange string and put it in the text box and it sets Maximum Expansion Distance back to the...
- Thu Jul 13, 2017 8:05 pm
- Forum: Releases
- Topic: Version 0.15.29
- Replies: 11
- Views: 12570
Re: Version 0.15.29
I would rather have it show up disabled instead of not shown.dzbanek wrote:I would rather have it as an option in options -> graphics settings.FactorioBot wrote: [*]The library no longer shows unavailable blueprints of off-line players, since there is nothing that can be done with them.