Search found 22 matches
- Sun Jan 07, 2018 8:39 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346124
Re: Friday Facts #224 - Bots versus belts
I find myself trying to get to bots all of the time in a Factorio LP but I run into a lot of issues trying to get there, so instead of bots vs belts I would like for the Factorio Devs to address early-game issues in a better manner. Such issues include, but are not limited to, the following: 1. Poll...
- Mon Sep 12, 2016 12:37 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: View current assembler production list.
- Replies: 3
- Views: 1270
Suggestion: View current assembler production list.
Problem: I have so many of these assemblers I'm finding it hard to keep track of what all of them are producing. Suggestion: Make an in-game tool that can be used in early, mid, and late game stages to track what all of your assemblers are producing, and is capable of locating them for you. I think ...
- Fri Sep 02, 2016 7:33 pm
- Forum: Technical Help
- Topic: Issue with savegame frequency and exiting the game.
- Replies: 4
- Views: 1533
Re: Issue with savegame frequency and exiting the game.
So click the "Save game" button to save the game manually whenever you want to quit? It's two rows above the "Quit game" button. I don't have an issue with that being there, the issue is with the automatic save feature itself. I also don't know which save the manual "Save g...
- Thu Sep 01, 2016 9:23 pm
- Forum: Technical Help
- Topic: Issue with savegame frequency and exiting the game.
- Replies: 4
- Views: 1533
Re: Issue with savegame frequency and exiting the game.
So click the "Save game" button to save the game manually whenever you want to quit? It's two rows above the "Quit game" button. I don't have an issue with that being there, the issue is with the automatic save feature itself. I also don't know which save the manual "Save g...
- Thu Sep 01, 2016 9:29 am
- Forum: Technical Help
- Topic: Issue with savegame frequency and exiting the game.
- Replies: 4
- Views: 1533
Issue with savegame frequency and exiting the game.
Whenever I exit the game, if I have not exited within two seconds of automatically saving a backup of the game, it tells me the game is not saved and asks me if I want to quit or go back to the game. This is rather annoying, as I have to wait another two minutes to try and catch the next automatic s...
- Fri Aug 19, 2016 9:44 pm
- Forum: Not a bug
- Topic: Inserter weirdness 0.13.17 (build 23946, win64, steam)
- Replies: 5
- Views: 1660
Re: Inserter weirdness 0.13.17 (build 23946, win64, steam)
Okay, this problem is now fixed, it's been a while since I played Factorio, totally forgot about making sure power providers are up to the task of supplying demand for power consumers! How do I unmark this as a bug or have this topic removed?
Thanks all for help!
Cheers ...
BrickVoid
Thanks all for help!
Cheers ...
BrickVoid
- Fri Aug 19, 2016 7:41 pm
- Forum: Not a bug
- Topic: Inserter weirdness 0.13.17 (build 23946, win64, steam)
- Replies: 5
- Views: 1660
Re: Inserter weirdness 0.13.17 (build 23946, win64, steam)
That sounds like the inserter is out of power or low on power. Please upload your save file. How do I find and upload that through Steam? The only Factorio file folder I can find is from prior to migrating to the Steam client, and this file most definitely is not the Steam version as they differ in...
- Fri Aug 19, 2016 1:01 am
- Forum: Not a bug
- Topic: Inserter weirdness 0.13.17 (build 23946, win64, steam)
- Replies: 5
- Views: 1660
Inserter weirdness 0.13.17 (build 23946, win64, steam)
I have downloaded this experimental version through the Steam client for Factorio, and Inserters are not behaving correctly. They will not consistently pick items up off conveyors and appear to jostle each other when two Inserters try to pick up the same item but neither actually gets the item. Happ...
- Tue Aug 18, 2015 6:33 am
- Forum: Gameplay Help
- Topic: (0.12.4) Did something change re Deconstruction Planner?
- Replies: 3
- Views: 5797
(0.12.4) Did something change re Deconstruction Planner?
I viewed a Factorio video where someone used a Deconstruction Planner to deconstruct rocks with the Construction Robots. As of trying this in 0.12.4 I am unable to get a Deconstruction Planner to mark any rock for deconstruction. Is this a known issue or should I turn this into a bug report and repo...
- Mon Aug 17, 2015 11:35 pm
- Forum: Gameplay Help
- Topic: Chemical Plant not working and not accepting water.
- Replies: 5
- Views: 18160
Re: Chemical Plant not working and not accepting water.
Can you post a more close-up screenshot of the problem machine? That way it might be easier to tell what's wrong. Also, check the details of the machine. If there's anything in the output, it won't produce until the output's emptied. I was about to post a screenshot for you, then I noticed a proble...
- Mon Aug 17, 2015 10:51 pm
- Forum: Gameplay Help
- Topic: Chemical Plant not working and not accepting water.
- Replies: 5
- Views: 18160
Chemical Plant not working and not accepting water.
In the attached screenshot, the Chemical Plant I'm next to isn't producing sulfur and isn't accepting water although it shows that it has a valid water connection, and only has 6 water. I'm not sure what is going on here, can anyone offer helpful suggestions or comments? The section of the base I'm ...
- Tue Jul 28, 2015 3:29 am
- Forum: Not a bug
- Topic: Keystroke input issue.
- Replies: 1
- Views: 2308
Keystroke input issue.
I discovered a peculiar bug, sometimes if I hit the 'r' or 't' key to research a technology or rotate an item, sometimes the other key will also get pressed as these two keys are next to each other on my keyboard. it seems my fingers sometimes have issues with properly hitting the keys, and if I go ...
- Mon Jul 27, 2015 12:44 am
- Forum: General discussion
- Topic: Do biters take range of pollution into account?
- Replies: 2
- Views: 4771
Do biters take range of pollution into account?
I played a game on the 0.12.1 patch that came out a few days ago, and I got conveyor belts attacked in what I thought was my starting location, far away from the biter nests which turned out to be several screens away. Is it normal behavior for biters to go and randomly attack pollution generating s...
- Tue Jul 21, 2015 7:50 pm
- Forum: Won't fix.
- Topic: [0.12] Updating to .12 from .11.22 - Cannot run Auto-Updater
- Replies: 12
- Views: 20695
Re: [0.12] Updating to .12 from .11.22 - Cannot run Auto-Updater
Thanks for the report. I just tested updating from fresh install of 0.11.22 to 0.12 and it worked fine. I don't know why you were missing tests folder in your Factorio directory. I am glad you solved it. For anyone who has problem with update - uninstalling and dowloading new version from website i...
- Tue Jul 21, 2015 7:05 am
- Forum: Won't fix.
- Topic: [0.12] Updating to .12 from .11.22 - Cannot run Auto-Updater
- Replies: 12
- Views: 20695
Re: [0.12] Updating to .12 from .11.22 - Cannot run Auto-Updater
I'm getting the same requester when I go to update Factorio. I hope the devs are fixing their autopatcher, as I really don't like messing around in unfamiliar software installers or their components.
Cheers ...
BrickVoid
Cheers ...
BrickVoid
- Tue Jun 23, 2015 3:27 am
- Forum: Balancing
- Topic: Queued crafting items getting eaten by other items.
- Replies: 2
- Views: 6730
Queued crafting items getting eaten by other items.
let's say I queue up 10 pipes and then decide I also want an underground pipe section, what happens is that the 10 pipes I have already selected to craft will get eaten by the recipe requiring the underground pipe section. It would be nice if there was a config option to turn off eating items alread...
- Sun Dec 21, 2014 8:30 pm
- Forum: General discussion
- Topic: The Map Generator hates your guts, or dude where is my coal?
- Replies: 21
- Views: 23475
Re: The Map Generator hates your guts, or dude where is my c
I agree that the map generation is unbalanced: For instance, I ramp up the ore generation to max regarding size, etc, and I get tiny singular ore deposits that have a large amount of ore in them. The trick, I find, seems to be to leave most settings at Normal frequency and just ramp up your starting...
- Wed Dec 10, 2014 7:22 pm
- Forum: Releases
- Topic: Version 0.11.5
- Replies: 42
- Views: 48623
Re: Version 0.11.5
This should be easy to spot as the engines are only animated when they're fully functioning; have a water supply and plugged into your power grid. Personally, I enjoy the troubleshooting of my Factory. I rarely play solo any more as the multiplayer patch changed everything, to the point where I'll ...
- Wed Dec 10, 2014 11:40 am
- Forum: Releases
- Topic: Version 0.11.5
- Replies: 42
- Views: 48623
Re: Version 0.11.5
I was testing the lab and it seems to work properly. We are thinking about some better visual representation of pole connections when you are are holding (building) power poles. Something similar to visualisation of connections of roboports. While you're thinking about better visual representations...
- Wed Dec 10, 2014 5:19 am
- Forum: Releases
- Topic: Version 0.11.5
- Replies: 42
- Views: 48623
Re: Version 0.11.5
So as the 0.11.4 had some very serious game breaking bugs, I we released smaller patch batch today. Notes: The mac release is delayed a bit Bugfixes Fixed the faulty connection logic for splitter preview. Fixed the crashes when doing certain actions in the sandbox mode. Added sanity check for the c...