Search found 15 matches

by Faark
Fri Aug 02, 2019 10:37 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 154
Views: 13403

Re: Friday Facts #306 - Experimental Demo

Ahh I think you finished the quest to put turrets near iron, then moved the turrets further out afterwards (or had turrets in both places). I will look into it but it isn't one that everyone will suffer from. Try reloading and removing your outer most turrets in the meantime. Thanks. Yes there is a...
by Faark
Fri Aug 02, 2019 8:32 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 154
Views: 13403

Re: Friday Facts #306 - Experimental Demo

Think i got a different one than most reported crashes (happened after arming turrets with a overly expanded and defended base... based on last versions trauma :D ): The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::o...
by Faark
Fri Aug 02, 2019 5:40 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 154
Views: 13403

Re: Friday Facts #306 - Experimental Demo

Sounds nice. Will replay the intro-campaing asap. At the end, does it open up into an endlessly generated map? I'd love to hear the reason if still not, since this seems an important aspect of factorio. I also wouldn't have see much of a problem with experienced players not having much difficulty be...
by Faark
Sat Mar 02, 2019 6:07 am
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 17581

Re: Friday Facts #284 - 0.17 experimental

Just played the new tutorial campaign (v0.17.3), am disappointed. Not that it is bad, I just expected more. Some examples: Short & No Story. For it to replace New Hope, it is neither long enough yet nor does it have decent story / longer term goals except survival and research. No idea why green res...
by Faark
Thu Feb 28, 2019 9:45 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 174057

Re: Version 0.17.0

Chests and wooden power poles are no longer usable as fuel. Aww, that was such a fun easter egg :( Defender capsule recipe now requires flying robot frames. As consumables, they felt to expensive to me already anyway. So making them even more expensive without other improvements makes no difference...
by Faark
Fri Dec 21, 2018 6:20 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 20397

Re: Friday Facts #274 - New fluid system 2

does this mean we can still create mixed fluid systems by using trains as intermediates? I'd hope pumps can act as some kind of separation anyway, to also let a logic network determine the content of the fluid network. In general disabling entities that would connect two fluid networks seems better...
by Faark
Fri Aug 17, 2018 2:48 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 16733

Re: Friday Facts #256 - The little things 3

Belt Immunity Does that "stabilizer" only apply when standing or do we also loose the "running on belt" speed bonus? Tile ghost tweak I always wondered why different logistic networks don't have separate queues. That basically prevents critical modifications on my outpost while having huge long ter...
by Faark
Fri Oct 13, 2017 10:52 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 26310

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 Faark
Sat Sep 23, 2017 8:31 am
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 22792

Re: Friday Facts #209 - Optimisation is a way of life

I might be misunderstand the electric update... did the game so far really iterate over every (active) electric consumer every tick? I thought for sure they group similar ones together, like they do with solar panels & accumulators! Also since you really want to anyway group factories with the same ...
by Faark
Thu Aug 17, 2017 1:05 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 30082

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Why do they want to add a new chest type? Can't we just use the storage chest with "requests" set for this? As long as nothing is set, it keeps the old behavior, once items are specified (maybe even by circuit network) non matching stuff is cleared and... but i guess having the feature somewhat hidd...
by Faark
Fri Jul 28, 2017 5:40 pm
Forum: Mods
Topic: [MOD 0.13] Wagon Capacity Color
Replies: 14
Views: 3412

Re: [MOD 0.13] Wagon Capacity Color

Love the mod but it doesn't scale that well on / isn't optimized for larger games. In my save this mod takes about 1.3ms, nearly 10% of total time available when targeting 60fps. In comparison, Bottleneck does kind of the same function for production facilities of which i have at least 25 times as m...
by Faark
Wed Jul 05, 2017 2:11 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Biter stuck on path between nests he doesn't fit
Replies: 2
Views: 555

[Oxyd] Biter stuck on path between nests he doesn't fit

Here is a screenshot i took yesterday: https://steamcommunity.com/sharedfiles/filedetails/?id=964477374 The big biter tries to take a path between two nests even thou he'll never fit. An hour later he was still there running left and right next to that strait and i found another one stuck somewhere ...
by Faark
Wed May 10, 2017 11:43 am
Forum: MoMods
Topic: (0.15.10) MoWeather 0.4.0
Replies: 45
Views: 33315

Re: (0.13.4) MoWeather 0.3.75

I really dislike the "flat line" style of solar energy production graphs this game/mod produces. Don't know how feasible sth different might be, if all we can do is change the base games daytime, though. Or might it actually possible to set light to a specific percentage? There could be seasons. Sol...
by Faark
Mon May 08, 2017 3:05 pm
Forum: MoMods
Topic: (0.15.10) MoWeather 0.4.0
Replies: 45
Views: 33315

Re: (0.13.4) MoWeather 0.3.75

Seems like you fixed the bad weather god in scripts\weathers.lua\SetWeather(...) ! :D But the other chance values seem unchanged, thus now it's sunny pretty much all the time. In general i'd like a more realistic weather state machine as well as more realistic sun light. Are improvements coming in t...
by Faark
Tue Apr 25, 2017 9:22 pm
Forum: Mod portal Discussion
Topic: [Mod Website] Mod search might show results of old searches
Replies: 0
Views: 398

[Mod Website] Mod search might show results of old searches

Tldr: Web mod search overwrites new search results with old search results if old response took long. Annoying This issue is about the search function of the mod portal/web site at https://mods.factorio.com/ The search function waits for search responses from the server and displays results. That's ...

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