Search found 30 matches
- Fri Oct 09, 2020 5:36 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 52709
Re: Friday Facts #361 - Train stop limit, Tips and tricks
I liked reading about the tips/tricks/tutorials section (not that I need them at this point). But I wanted to suggest that maybe you SHOULD include a in-game wiki of sorts. Like, maybe a few relevant bits of info about each item. Some things I think would be helpful would be: -Boiler/Heat Exchanger ...
- Wed Jun 17, 2020 6:59 pm
- Forum: Won't fix.
- Topic: [0.18.32] Fluid mixing by quick-replace
- Replies: 3
- Views: 1203
Re: [0.18.32] Fluid mixing by quick-replace
Ooookay..... But are you sure this is intended(ish) behavior? I don't recall having the ability to quick replace an UG pipe with a regular and have fluid mixing come up before now. This seems like a disturbingly easy way to get around the fluid mixing prevention mechanic, one that can easily happen ...
- Wed Jun 17, 2020 6:00 pm
- Forum: Duplicates
- Topic: [0.18.32] Cannot place train ghost after rail snap
- Replies: 2
- Views: 464
Re: [0.18.32] Cannot place train ghost after rail snap
Shoot, appears to be. I posted another bug right before this, and searched to see if THAT was reported, but not this one.
Should I just up and delete this?
Should I just up and delete this?
- Wed Jun 17, 2020 5:48 pm
- Forum: Duplicates
- Topic: [0.18.32] Cannot place train ghost after rail snap
- Replies: 2
- Views: 464
[0.18.32] Cannot place train ghost after rail snap
Spoooooky! Ghost trains! Ok, back to business. Train ghosts need a bit of precision in placing them, despite the image showing them snapping to rails. Since the image of the train shows it snapping to the rail, you'd expect that clicking at that spot will place a ghost at that spot. However, the gam...
- Wed Jun 17, 2020 5:34 pm
- Forum: Won't fix.
- Topic: [0.18.32] Fluid mixing by quick-replace
- Replies: 3
- Views: 1203
[0.18.32] Fluid mixing by quick-replace
Long story short, it appears you can now quick-replace Underground pipes with regular pipes. This allows fluid mixing in situations where the quick-replace should have been blocked. Mods Installed: Construction Drones (I built these pipes manually. Possible having this mod installed can mess with fl...
- Wed Jun 17, 2020 5:02 pm
- Forum: Not a bug
- Topic: [0.18.32] Multi-fluid train systems are now much harder
- Replies: 10
- Views: 1483
Re: [0.18.32] Multi-fluid train systems are now much harder
Since fluid systems are reserved according to the connections on machines they are connected to, I'd be very interested to see pumps only connect to a fluid wagon if the system it pumps into matches the fluid in the wagon. Then you could hook up 6 pumps to one side of a wagon, for 6 fluids (water, o...
- Fri Jun 05, 2020 5:18 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 36295
Re: Friday Facts #350 - Electric mining drill redesign
I have to say, I'm not a fan. I really liked the old design, but it could use a bit of a fixup. Such as the drill heads ALWAYS spinning the same direction no matter if it is forward or back along the rack. Other than that, it is nice. I DO like the look of the current Uranium miners though. The extr...
- Fri Apr 17, 2020 4:03 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 13586
Re: Friday Facts #343 - Environmental particle effects
Do you have nukes scour the decoratives within their radius? I hope so. Some bases can be QUITE large, and that grenade radius for clearing decoratives is very small. I'd hate to have to use a thousand grenades for a single chunk of land to clear out decoratives. Not to mention the precise clicking ...
- Fri Apr 03, 2020 8:20 pm
- Forum: News
- Topic: Friday Facts #341 - Audio, Artillery, Attenuation
- Replies: 30
- Views: 9955
Re: Friday Facts #341 - Audio, Artillery, Attenuation
The sound of the artillery gives the impression of something falling on the ground after each shot but I can't see anything. Is that the sound of some internal reloading procedure of the cannon, or are you going to add a particle for that? Listening to it, it sounds like it is the metal clank of th...
- Fri Feb 14, 2020 9:54 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 17961
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
I like the new bot debris, but it feels so sudden. I almost feel like the bot corpses ought to at least bounce once before landing perfectly still. And I do vote for a small effect on crash, with perhaps a short duration (3-4 seconds) cloud arising from the corpse. As for the poison, I also love tha...
- Wed Oct 16, 2019 8:47 pm
- Forum: General discussion
- Topic: Sudden change to unpowered personal roboport?
- Replies: 5
- Views: 1341
Re: Sudden change to unpowered personal roboport?
Ah, under the Fixes section? I usually skip over those since they are rather obscure "bugs" that get fixed.
I'm going to miss my early robots.
I'm going to miss my early robots.
- Wed Oct 16, 2019 8:38 pm
- Forum: General discussion
- Topic: Sudden change to unpowered personal roboport?
- Replies: 5
- Views: 1341
Sudden change to unpowered personal roboport?
Ok, so.... did they sneak in a change to personal roboports in .71? I have some solar panels in my suit which are generally enough to build large projects in medium-ish bursts. But after a bit of nest and tree clearing suddenly my robots stop working. Turns out it was just turning to dawn, and all m...
- Sun Oct 06, 2019 3:45 am
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 20890
Re: Friday Facts #315 - New test servers
Damn this Red Alert soundtrack makes me want those self assembling building animations in Factorio that the Command & Conquer games had. That is actually what I hoped they'd do to "discourage" turret creep. Let them have a bit of OOMPH when placed. Let it be folded up like those outri...
- Thu Aug 08, 2019 1:29 am
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 38600
Re: Friday Facts #306 - Experimental Demo
A question about the campaign and compilatron. I have seen posts that compilatron gets in the way of player building where they want. Since I have not played the campaign, is it not just implemented so it moves away when you get close kind of like companions in other games? They just try to get out...
- Mon Aug 05, 2019 8:42 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 38600
Re: Friday Facts #306 - Experimental Demo
I've played the introduction. Here are two small bugs 1. Just before the evacuation, Compilatron stood at a chest, and I lost ability to access it (see picture). 2. How can a player complete science consume challenge 12/m if all available sciences have been already researched? This situation may na...
- Sat Aug 03, 2019 11:44 pm
- Forum: Duplicates
- Topic: [0.17.62] Inserter arm always visible
- Replies: 1
- Views: 540
[0.17.62] Inserter arm always visible
I noticed this first during the demo, but its also infreeplay as well. Inserter arms - but not their bases - draw regardless of what they are supposed to be behind. This is most noticeable with power poles, as they are tall entities. Haven't tested with rocket silo that has a rocket IN it, but all o...
- Sat Aug 03, 2019 10:53 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 38600
Re: Friday Facts #306 - Experimental Demo
Can the chest be filled by the wrong item, and clogging it? Just try it next time and tell me if it is bugged. Not bugged. I spent an hour slowly making gears. Got to about 1.6K gears in the chest before I got bored and wanted to see what else I could put in. Turns out the chest will take any item,...
- Sat Aug 03, 2019 7:58 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 38600
Re: Friday Facts #306 - Experimental Demo
Thanks for the long feedback. It seems that a few of your points are simply you becoming confused because your regular Freeplay methodologies are not available in this scenario. I will address the other points because you have some good feedback here. No problem. I tried to justify my thought-makin...
- Fri Aug 02, 2019 11:18 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 38600
Re: Friday Facts #306 - Experimental Demo
I just tried out the demo a bit. It's my first time doing it since the original pre-steam version. So my thoughts may be a mix of things changed in this newest changes and of the changes since the original overhaul. ------------ 1- The debris scattered around is strange. Half of them are minable (fo...
- Sat Jan 13, 2018 2:21 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 251868
Re: Friday Facts #225 - Bots versus belts (part 2)
Well, I chimed in a few pages back, but wanted to say something more: I'd like to see a few changes to robots (chest access limits per second, coupled with a new robot for cargo that can hold more, thus getting around the access limits for chests), but mostly some big quality of life changes for bel...