Hmm, how about making the solar panel tech have Electric Energy Distribution 1 as a pre-requisite instead of Advanced Electronics?
It wouldn't change the costs too much ( 50 / 30 seconds of Science Pack 1 & 2 vs 40 / 15 seconds Science Pack 1 & 2), you still have to research Electronics, and EED 1 ...
Search found 10 matches
- Fri Jan 09, 2015 11:17 am
- Forum: Balancing
- Topic: The odd case of pre-requisites
- Replies: 6
- Views: 13050
- Thu Jan 08, 2015 2:33 pm
- Forum: Balancing
- Topic: The odd case of pre-requisites
- Replies: 6
- Views: 13050
Re: The odd case of pre-requisites
I think Advanced Electronics should probably require plastics. since this science is also required for modules, as well as the circuit being required to make everything in your list (Either directly, or via modules) then this should solve the problem.
Modules does require advanced electronics ...
Modules does require advanced electronics ...
- Thu Jan 08, 2015 10:34 am
- Forum: Balancing
- Topic: The odd case of pre-requisites
- Replies: 6
- Views: 13050
The odd case of pre-requisites
Hello, After I saw this bug get reported and fixed, it got me thinking.
There are a few items you can reach without having the technology to make them, most of them revolve around plastics. So should technologies, especially at this point in development be "checks" that the player has the ...
There are a few items you can reach without having the technology to make them, most of them revolve around plastics. So should technologies, especially at this point in development be "checks" that the player has the ...
- Thu Jan 08, 2015 12:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.10] Very minor preview sprite issue
- Replies: 2
- Views: 1360
[0.11.10] Very minor preview sprite issue
This has been bothering me very slightly for a while now, it's been around for a few versions now :D
In one of the frames of animation for the assembly machine 1, when the lever thing on the top left is moving left.
When it goes past the halfway point, there's a slight jerk as the entire machine ...
In one of the frames of animation for the assembly machine 1, when the lever thing on the top left is moving left.
When it goes past the halfway point, there's a slight jerk as the entire machine ...
- Tue Jan 06, 2015 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.9] Excess building information
- Replies: 1
- Views: 1051
[0.11.9] Excess building information
Every building has "Unit number: " and "Force: " fields in the latest version which weren't in previous versions to my understanding.
![Image](https://forums.factorio.com/images/ext/7865ad361810f095c0dec4681bd36ca1.png)
![Image](https://forums.factorio.com/images/ext/7865ad361810f095c0dec4681bd36ca1.png)
- Tue Jan 06, 2015 5:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.9] Crash when starting new game
- Replies: 11
- Views: 4545
Re: [0.11.9] Crash when starting new game
Can confirm, disabling tips and tricks from settings makes the game run proper. Thanks for the fix and the workaround ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Tue Jan 06, 2015 11:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.9]Inserter stop working
- Replies: 9
- Views: 4378
Re: [0.11.9]Inserter stop working
I would personally just use long handed inserters like below, but that's just because I am lazyn9103 wrote:It's part of a build spacing strategy, so that the electric furnace can be very easily placed, requiring minimal rebuilding.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Image](https://forums.factorio.com/images/ext/9b4e1e4a7e9771414e1c21c103baa9df.png)
- Mon Jan 05, 2015 9:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.9] Crash when starting new game
- Replies: 11
- Views: 4545
Re: [0.11.9] Crash when starting new game
If you're using the installer, it's %appdata%/factorio/factorio-current.logDRBLN wrote:I tried to start a new SP game and it crashed.
I tried to start a new MP game and everything is fine.
Magic.
Please advise, how do you see that log?
- Mon Jan 05, 2015 9:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.9] Crash when starting new game
- Replies: 11
- Views: 4545
Re: [0.11.9] Crash when starting new game
No mods installed, no options changed, this is after unpacking into a new folder and trying to start a new game.DRBLN wrote:Do you have any mods installed?
We have just started new MP game.
Everything is fine.
- Mon Jan 05, 2015 9:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.9] Crash when starting new game
- Replies: 11
- Views: 4545
[0.11.9] Crash when starting new game
I got the zipped version of Factorio, unpacked it and tried to start playing when it crashed. Campaign seems to be working fine, custom scenarios also crash.
Map editor works, but I can't load into any of the maps created without crashing.
Repro steps:
Main menu -> Play -> New game -> Default ...
Map editor works, but I can't load into any of the maps created without crashing.
Repro steps:
Main menu -> Play -> New game -> Default ...