Search found 31 matches
- Mon Nov 25, 2024 7:02 pm
- Forum: Releases
- Topic: Version 2.0.21
- Replies: 28
- Views: 26582
Re: Version 2.0.21
You say «huge nerf», but looks like only landfill and sand are concerned ?
(Not even yellow dirt, that spawned sickly-looking trees, can still pant on that one.)
Though, this being Factorio, and already mentioned : sounds like an endgame tech : overgrowth soil for Nauvis trees — for megabases ...
- Mon Nov 25, 2024 4:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.15-4] Agricultural towers destroy ghost entities
- Replies: 4
- Views: 2881
Re: [Lou][2.0.15-4] Agricultural towers destroy ghost entities
but I surrounded my entire Nauvis base in agricultural towers to contain pollution so it is now very difficult to expand.
I have some bad news for you about another feature they added in this patch then. They "fixed" that Agricultural Towers could plant trees everywhere. Now they can only plant ...
- Mon Nov 25, 2024 3:19 pm
- Forum: Releases
- Topic: Version 2.0.21
- Replies: 28
- Views: 26582
Re: Version 2.0.21
Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. (122065)
This is a huge nerf. While they showed as unplantable, they all were plantable, which let you grow trees ...
This is a huge nerf. While they showed as unplantable, they all were plantable, which let you grow trees ...
- Mon Nov 25, 2024 3:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [2.0.20] Agricultural Tower shows Orange Tiles on Nauvis when Tree Farming
- Replies: 6
- Views: 7858
Re: [Genhis] [2.0.20] Agricultural Tower shows Orange Tiles on Nauvis when Tree Farming
I had no idea this was a bug and thought it was a feature of this cool new building and technology that trees could be planted everywhere. Now my tree farm I placed in the desert is slowly dying and I am sad. It's not like tree farms are even good so I don't see why they need to be nerfed even more ...
- Wed Nov 27, 2019 10:44 pm
- Forum: Ideas and Suggestions
- Topic: Make coal highligh a different color
- Replies: 1
- Views: 1556
Make coal highligh a different color
TL;DR
When a miner over coal has a wire attached, and you mouse over it, the change from dark grey to darker grey is almost impossible to see. I suggest making it some light color instead of a dark color to show better contrast.
What ?
I only just recently started playing around with circuit ...
When a miner over coal has a wire attached, and you mouse over it, the change from dark grey to darker grey is almost impossible to see. I suggest making it some light color instead of a dark color to show better contrast.
What ?
I only just recently started playing around with circuit ...
- Wed Nov 27, 2019 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Increase the range for resources to count as belonging to the same patch
- Replies: 1
- Views: 1174
Re: Increase the range for resources to count as belonging to the same patch
Weird side note: I just had a patch where if I wired up to one miner, it would include most but not all of the ore patch. So, I wired up to the secondary patch... but that one counted the entire patch. So, I had to disconnect the first one and all was good.
- Wed Nov 27, 2019 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Increase the range for resources to count as belonging to the same patch
- Replies: 1
- Views: 1174
Increase the range for resources to count as belonging to the same patch
TL;DR
I would like to see ores count as belonging to the same patch ( especially when using circuit connections with miners set to "Entire ore patch", but also in some situations when hovering on the map) whenever they are near each other; not just when they're directly connected.
What ?
Here ...
I would like to see ores count as belonging to the same patch ( especially when using circuit connections with miners set to "Entire ore patch", but also in some situations when hovering on the map) whenever they are near each other; not just when they're directly connected.
What ?
Here ...
- Sun Nov 10, 2019 1:36 am
- Forum: Ideas and Suggestions
- Topic: Do not show no_power_warning icon when using power switch
- Replies: 68
- Views: 24156
Re: Do not show no_power_warning icon when using power switch
How would the game distinguish between intentional open switch disconnection and a broken connection creating a network that coincidentally contains an open switch?
That's your job not mine :P
Some of this thread and the other threads of the same topic include some discussion about this ...
- Thu Nov 07, 2019 2:26 am
- Forum: Ideas and Suggestions
- Topic: Do not show no_power_warning icon when using power switch
- Replies: 68
- Views: 24156
Re: Do not show no_power_warning icon when using power switch
That doesn't get around the problem that powered off items eat UPS though.ssilk wrote: Wed Nov 06, 2019 8:09 am As already recommended: better to control the input lines (belts, pumps) and turn power off via a timer that counts the output items.
- Mon Nov 04, 2019 8:20 am
- Forum: Ideas and Suggestions
- Topic: Do not show no_power_warning icon when using power switch
- Replies: 68
- Views: 24156
Re: Do not show no_power_warning icon when using power switch
Nice mod!
Another aspect that I use Power Switches for is for item quantity control. Instead of having a circuit condition on every output of some large array (say, Electronic Circuits) I just have a single circuit condition on my Power Switch to that entire array.
Another aspect that I use Power Switches for is for item quantity control. Instead of having a circuit condition on every output of some large array (say, Electronic Circuits) I just have a single circuit condition on my Power Switch to that entire array.
- Fri Nov 01, 2019 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Do not show no_power_warning icon when using power switch
- Replies: 68
- Views: 24156
Re: Do not show no_power_warning icon when using power switch
I recently learned the following:
It matters. If you unpower an entity it has to check each tick whether it receives energy again, so it can't go inactive.
Granted that's in a very old thread, so maybe it's changed, but assuming this is still a thing, it seems like the need to alter how ...
It matters. If you unpower an entity it has to check each tick whether it receives energy again, so it can't go inactive.
Granted that's in a very old thread, so maybe it's changed, but assuming this is still a thing, it seems like the need to alter how ...
- Wed Oct 16, 2019 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Fire resistant construction robots
- Replies: 8
- Views: 7741
Re: Fire resistant construction robots
Now that biter self-collision has been removed (which is AWESOME btw) I'm finding that my construction bots are dying in my fire a whole lot more than they used to. Here's my graph of construction bot losses since the update.
My defenses are definitely heavy flamethrower turret, and I suspect many ...
My defenses are definitely heavy flamethrower turret, and I suspect many ...
- Tue Oct 15, 2019 3:27 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions to improve biter experience for both new and experienced players
- Replies: 18
- Views: 7650
Re: Suggestions to improve biter experience for both new and experienced players
Good lord, you all are really missing the forest for the trees here. Forget the fact that the way biters are implemented causes many players to feel bad and turn off biters. Obviously, in my 2000 hours of playing, I must not know what I'm talking about.
- Mon Oct 14, 2019 6:53 am
- Forum: Ideas and Suggestions
- Topic: Suggestions to improve biter experience for both new and experienced players
- Replies: 18
- Views: 7650
Re: Suggestions to improve biter experience for both new and experienced players
Only the 4th suggestion is about biter path selection. The rest are far more straightforward, and really geared towards the new user experience.
And the attached video clips demonstrate that there's still too much variation in biter "logic". Logical biters would have chosen any of the polluters ...
And the attached video clips demonstrate that there's still too much variation in biter "logic". Logical biters would have chosen any of the polluters ...
- Mon Oct 14, 2019 1:07 am
- Forum: Ideas and Suggestions
- Topic: Suggestions to improve biter experience for both new and experienced players
- Replies: 18
- Views: 7650
Re: Suggestions to improve biter experience for both new and experienced players
You're in screwing-around territory
Oh definitely. That's the point. With this base I can try out wacky things like leaving gaps and determining exactly what "logic" the biters take.
And the "pollution cloud" for a base like this is monstrous and literally just covers everything. But that ...
- Sun Oct 13, 2019 7:44 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions to improve biter experience for both new and experienced players
- Replies: 18
- Views: 7650
Re: Suggestions to improve biter experience for both new and experienced players
Just happened to catch another one of those bizarre situations where biters scrape past turrets, ignore a bunch of polluters and other objects, only to attack some solar panels. I reloaded the autosave to see how it started. They were marching up the gap when a logistic bot wandered past, they ...
- Sun Oct 13, 2019 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions to improve biter experience for both new and experienced players
- Replies: 18
- Views: 7650
Re: Suggestions to improve biter experience for both new and experienced players
https://streamable.com/3uu70 I've made a video showing a biter path as it currently works. Obviously this is extra egregious on my megabase, and it is unclear where they would've changed their mind and attacked something else, because they happened to path right by some turrets. But the point is ...
- Sat Oct 12, 2019 11:23 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions to improve biter experience for both new and experienced players
- Replies: 18
- Views: 7650
Suggestions to improve biter experience for both new and experienced players
TL;DR
The biter defense experience as it currently stands rewards working harder (building a barrier around your entire factory), but does not reward working smarter (placing defenses efficiently and strategically).
Preface
(Feel free to skip to suggestions)
First, I want to say I've been ...
The biter defense experience as it currently stands rewards working harder (building a barrier around your entire factory), but does not reward working smarter (placing defenses efficiently and strategically).
Preface
(Feel free to skip to suggestions)
First, I want to say I've been ...
- Mon Sep 30, 2019 4:38 am
- Forum: Ideas and Suggestions
- Topic: Major uranium ore sink
- Replies: 19
- Views: 8963
Re: Major uranium ore sink
Resurrecting this old thread, as I was about to start a new one but searched first.
Now that 0.17 is stable, I think we can all agree that Uranium needs more uses. In my current base I have placed 349 miners on Uranium ore*; currently I have consumed 2.5 million Space Science and I have exhausted ...
Now that 0.17 is stable, I think we can all agree that Uranium needs more uses. In my current base I have placed 349 miners on Uranium ore*; currently I have consumed 2.5 million Space Science and I have exhausted ...
- Sun Sep 22, 2019 8:49 pm
- Forum: Not a bug
- Topic: [0.17.69] Landfill graphics bug: showing a water gap, but I can walk over it
- Replies: 1
- Views: 1096
[0.17.69] Landfill graphics bug: showing a water gap, but I can walk over it
Found this today while laying the new landfill. Was able to walk across this very tiny sliver of water.
