Search found 52 matches

by ejg
Fri Apr 19, 2019 1:28 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 7429

Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

Are these icons the final ones? Because I don't like that they are so abstract. I don't think they blend in with the gamestyle since they are so crisp. Maybe add some slight shading?
by ejg
Thu Apr 11, 2019 8:29 am
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 22
Views: 2055

Re: Beacon on/off via circuit network

Beacons would become more powerful indeed, but this could be balanced by increasing their power usage when in use. I do think it's more elegant when they could be switched off by logic, on the other hand, the challenge of building electricity networks which do control parts of the factory by power s...
by ejg
Thu Apr 11, 2019 8:22 am
Forum: Ideas and Suggestions
Topic: Adjust stacksize in hand by +/-
Replies: 4
Views: 134

Adjust stacksize in hand by +/-

Some tasks require manual insertion of a certain quantity of goods in a structure, e.g. filling ovens with coal or inserting ammo in a turret. Although one could automate this; in the early game manual insertion is the more viable option. I propose to make the stack size held in hand adjustable with...
by ejg
Mon Apr 08, 2019 5:48 am
Forum: Minor issues
Topic: Rail over cliff does not trigger bot to use cliff explosive
Replies: 3
Views: 262

Re: Rail over cliff does not trigger bot to use cliff explosive

Yes, appears to be similar. It is a very annoying inconsistency though and should be fixed before 1.0 I suppose.
by ejg
Sun Apr 07, 2019 6:17 pm
Forum: Minor issues
Topic: Rail over cliff does not trigger bot to use cliff explosive
Replies: 3
Views: 262

Rail over cliff does not trigger bot to use cliff explosive

A rail blueprinted over a cliff does not always trigger bots to use cliff explosives. You have to throw one manually to solve the problem. A single bot hovers over a cliff holding a rail without an other bot destroying that cliff. Location in save for example: -555,-921, DEV can pm me for save file ...
by ejg
Sun Apr 07, 2019 4:46 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] Trains, temporary station changes to newly built station by other player
Replies: 1
Views: 400

[kovarex] Trains, temporary station changes to newly built station by other player

I am playing multiplayer with 1 other person (vanilla 0.17.25). When either he or I am travelling towards a temporary station (ctrl+click on rail while seated in a locomotive), and the other player builds a new station via blueprint (not ctrl+C ctrl+V but really a blueprint) the temporary station cr...
by ejg
Fri Apr 05, 2019 12:36 pm
Forum: Technical Help
Topic: [0.17.24] Screen tear
Replies: 7
Views: 352

Re: 0.17.24 and older has screen tear

I did some further research and apparently this bug is caused by NVidia G-Sync, possible not related to Factorio.

https://forums.geforce.com/default/topi ... monitor/1/
by ejg
Thu Apr 04, 2019 12:58 pm
Forum: Technical Help
Topic: [0.17.24] Screen tear
Replies: 7
Views: 352

Re: 0.17.24 and older has screen tear

I had the same bug on a brand new screen. A restart of the computer solved the problem, restarting factorio was not enough. MSI GTX970 GAMING, up-to-date drivers, and a NVidia sync display (34 inch LG 144Hz 1440p), connected via Display port. Also, when factorio was quitted the behaviour still persi...
by ejg
Sun Mar 31, 2019 6:40 pm
Forum: Minor issues
Topic: [0.12.20]Missing belt lines from mini-map
Replies: 10
Views: 6873

Re: [0.12.20]Missing belt lines from mini-map

I agree this is really annoying and makes the mini-map less useful. I think we can all agree that belts are recognisable features in the landscape and thus should be visible as such in the mini map to help orientation.
by ejg
Thu Mar 28, 2019 9:11 am
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 33
Views: 2258

Re: A Deeper Look into Combat Robotics

I hardly ever used combat robotics because they are incredibly weak / too expensive. I suppose a buff bringing them somewhat closer to PLDPmk2 layouts is fair, especially since PLD is a one-time cost and capsules are a continuous resource sink. It would be nice if the DEVs could mass sample gameplay...
by ejg
Mon Mar 25, 2019 6:13 pm
Forum: Ideas and Suggestions
Topic: Make nuclear fuel pollution free?
Replies: 2
Views: 149

Make nuclear fuel pollution free?

As an alternative to the electrification of oven arrays to reduce pollution (and generate electricity via solar or nuclear power) it might be nice to give Nuclear fuel cells a -100% pollution bonus. Then you can use nuclear fuel in ovens to prevent pollution. In addition, it could also be used as a ...
by ejg
Fri Mar 22, 2019 4:33 pm
Forum: Ideas and Suggestions
Topic: Please add total pollution produced and removed
Replies: 0
Views: 53

Please add total pollution produced and removed

The pollution statistics are nice but if would be nice if the stats would stack or something. Please add total pollution produced and removed to the graph. Either as a separate quantity but maybe by stacking the graphs. Stacked graphs so that you can see what part of pollution is caused by what (vis...
by ejg
Fri Mar 22, 2019 11:36 am
Forum: Releases
Topic: Version 0.17.17
Replies: 31
Views: 11209

Re: Version 0.17.17

Each copper wire could be treated like circuit wires. But maybe make it a checkbox like with tiles. Include wire connections, just like include tiles in blueprint. (and string size of blueprints sounds a bit silly as design limitations imo)...
by ejg
Fri Mar 22, 2019 11:02 am
Forum: Releases
Topic: Version 0.17.17
Replies: 31
Views: 11209

Re: Version 0.17.17

I think rebuilding the wires correctly is especially needed when you have a blueprint with separate power grids linked via a power switch, e.g. disabling oven/beacon arrays when no train is present in the station. At the moment you have to first disconnect all the wires after the bots built your blu...
by ejg
Sun Mar 17, 2019 8:46 am
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 11252

Re: Friday Facts #286 - Pollution cleanup

I think it's quite unclear what this means: Spawn values for current evolution factor (0.73) 35%: Medium biter: 20 pollution 64%: Big biter: 80 pollution I think it's pretty clear: - Evolution factor is unexplained, I agree. It also doesn't matter. It grows over time (from 0 to 1, but you don't nee...
by ejg
Fri Mar 15, 2019 4:13 pm
Forum: Releases
Topic: Version 0.17.13
Replies: 18
Views: 7453

Re: Version 0.17.13

Must have been a serious bug:

Fixed Artillery targeting remote not showing the correct ability count in the qickbar. (65310)

since it is fixed twice ;)
by ejg
Fri Mar 15, 2019 2:19 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 19507

Re: Nerf chest capacity

What upside of such a change do you see? I think placing multiple chests with stack inserters between them to achieve the same capacity is not 'fun' and does not really increase complexity so in the end is just a decrease in quality of life. Also, in my setups most of the time chests are limited alr...
by ejg
Fri Mar 15, 2019 11:04 am
Forum: Balancing
Topic: Pipes are too cheap, make barrels an attractive alternative!
Replies: 9
Views: 704

Pipes are too cheap, make barrels an attractive alternative!

In Factorio (vanilla) the use of barrels is extremely limited. While they were useful for fluid transport in trains (having a larger fluid capacity/wagon than fluid wagons) the nerf of their capacity/stacksize has caused them to become obsolete. In my factories they are solely used because they are ...
by ejg
Mon Mar 11, 2019 11:10 am
Forum: Won't fix.
Topic: [kovarex] [0.17.9] "Electric mining drill can only be built on resources" message does not appear when placing ghost
Replies: 2
Views: 206

Re: [0.17.9] "Electric mining drill can only be built on resources" message does not appear when placing ghost

I would expect you would be able to build ghosts anywhere actually. What if you actually build a ghost on a single cell ore patch, and then you mine away that ore patch using an adjacent mine? Is the ghost still build once a mine and bots are available? So shouldn't it be possible to build mines any...

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