Search found 168 matches

by Holy-Fire
Sun Oct 13, 2013 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.1] Unchecking "Use item groups" doesn't work
Replies: 16
Views: 3479

Re: [0.7.1] Unchecking "Use item groups" doesn't work

kovarex wrote:Thank you for the report, this is fixed for 0.7.2 now.
Thanks, lots to look forward to. Any idea if it will be ready this week?
by Holy-Fire
Sun Oct 13, 2013 6:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.1] Burner mining drill is a coal hog
Replies: 6
Views: 2243

Re: [0.7.1] Burner mining drill is a coal hog

Sounds like it could be fixed without breking our nice self-feeding burner coal miner array setups :) I wouldn't mind if burner miners kept higher (double?) amount of coal in stock or something, though. Right, I use that setup but after a while the maximum of 64 becomes too constraining. Usually I ...
by Holy-Fire
Sun Oct 13, 2013 2:17 pm
Forum: News
Topic: Random Ramblings #5
Replies: 13
Views: 22545

Re: Random Ramblings #5

ficolas wrote:Too op, building robots are nice, and I love seeing robors flying arround working for meh :D
You're referring to my suggestion? It's weaker than robots since you still have to go through the construction site.
by Holy-Fire
Sun Oct 13, 2013 11:57 am
Forum: Not a bug
Topic: Temporary inventory
Replies: 3
Views: 3393

Re: Temporary inventory

Well, having a whole ore/coal unit intact in the temporary inventory is an edge case. Usually only a fraction of the resource remains, so it makes sense you will not collect it.
by Holy-Fire
Sun Oct 13, 2013 11:52 am
Forum: News
Topic: Random Ramblings #5
Replies: 13
Views: 22545

Re: Random Ramblings #5

We also had a lengthy discussion about the blueprints and building robots. That is something we would like to do rather soon. This should take away the "grinding" part of the game (extending the furnace lines, building simple assembling machine setups, building solar panes, etc.) Blueprin...
by Holy-Fire
Sun Oct 13, 2013 10:06 am
Forum: Resolved Problems and Bugs
Topic: [0.7.1] Unwanted double clicking in load game menu
Replies: 1
Views: 1087

[0.7.1] Unwanted double clicking in load game menu

In the "Load game" menu, if I click on a savegame, and quickly click on another savegame, the latter game will be loaded as if I double-clicked on it. This is a problem when I'm trying to browse my saves, loading should only be done if the same save is clicked on twice. This problem might ...
by Holy-Fire
Sun Oct 13, 2013 10:02 am
Forum: Resolved Problems and Bugs
Topic: [0.7.1] Burner mining drill is a coal hog
Replies: 6
Views: 2243

[0.7.1] Burner mining drill is a coal hog

This seems to be very old, not sure if bug or feature. Most buildings have a limit on how many resources an inserter will put into them before it stops and gives a chance to buildings further down the line to get some of the action. Apparently, burner mining drill doesn't have such a limit for coal....
by Holy-Fire
Sun Oct 13, 2013 9:58 am
Forum: Resolved Problems and Bugs
Topic: [0.7.1] Unchecking "Use item groups" doesn't work
Replies: 16
Views: 3479

[0.7.1] Unchecking "Use item groups" doesn't work

When "Use item groups" is unchecked, I don't get the old item interface; rather, the items still appear in groups, but I'm unable to switch between groups.
by Holy-Fire
Sat Oct 12, 2013 8:18 pm
Forum: Releases
Topic: Version 0.7.1
Replies: 44
Views: 36501

Re: Version 0.7.1

I'm not sure if it's obvious or already been answered, but what are the hotkeys for the extra toolbelt? Is it 6-0 and Shift + 6-0? PS I'm happy to see the 1280x1024 electric info resolved, I freaked out when I saw the problem persisted in 0.7.0... And of course amazing changes in 0.7.x, it's like a ...
by Holy-Fire
Thu Sep 26, 2013 8:35 pm
Forum: General discussion
Topic: Round vs. quadratic
Replies: 13
Views: 11992

Re: Round vs. quadratic

Coolthulhu wrote:Everything else uses squares and taxicab metric (total distance is sum of x and y distances).
It's not Taxicab metric. It's the Chebyshev metric (Total distance is maximum of x and y distances).
by Holy-Fire
Fri Aug 30, 2013 5:08 am
Forum: Gameplay Help
Topic: what exactly is productivity?
Replies: 5
Views: 11024

Re: what exactly is productivity?

The higher the raw costs in items produced, the bigger the overall gain from productivity bonuses. However, using them on end-item assemblers can be counter productive if that item isn't in constant production. Optimal placement is a matter of the highest res cost item that's being constantly produ...
by Holy-Fire
Thu Aug 29, 2013 6:59 pm
Forum: Gameplay Help
Topic: what exactly is productivity?
Replies: 5
Views: 11024

Re: what exactly is productivity?

Paulio wrote:but they must be nice if you look at the high costs of power consumption.
They are. Used properly, they are much more powerful than any of the other modules.
by Holy-Fire
Fri Aug 23, 2013 1:48 pm
Forum: Implemented Suggestions
Topic: Logistic overview on the right side
Replies: 3
Views: 6089

Re: Logistic overview on the right side

ssilk wrote:BTW: There seems to be a bug, because I saw sometimes items with "-1" in the list.
It's a feature. It means there is a bot on the way and that even if 1 more item is added, the bot will pick it all up.
by Holy-Fire
Fri Aug 23, 2013 12:59 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belts instead of trains
Replies: 33
Views: 33302

Re: Belts instead of trains

On topic: With the modules and bigger factories and usage of logistic bots to feed all that stuff (see this https://forums.factorio.com/forum/viewtopic.php?f=6&t=1205#p8434 ) the need for resources gets so big, that I don't know how to build that all without trains, because when playing with ne...
by Holy-Fire
Wed Aug 21, 2013 8:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.6.0] Electric network info incompatible with 1280x1024
Replies: 10
Views: 3956

Re: [0.6.0] Electric network info incompatible with 1280x102

Holy-Fire wrote:
kovarex wrote:This is solved in 0.6.2 / 0.6.3
Tried it with 0.6.4 and the problem still exists.
Any updates? Should I post again in the main Bug Reports section?
by Holy-Fire
Sun Aug 18, 2013 11:57 am
Forum: Ideas and Suggestions
Topic: A reliable and cheap first wall against the creepers
Replies: 13
Views: 14552

Re: A reliable and cheap first wall against the creepers

Here I begin normally to produce the first logistic bots. 10-20 or so are enough. The distances must be short! I use them only to bring the four different items to the blue potion assembly street I did that in one game, but since creepers can attack bots it would completely mess it up; and building...
by Holy-Fire
Sun Aug 18, 2013 7:08 am
Forum: Ideas and Suggestions
Topic: A reliable and cheap first wall against the creepers
Replies: 13
Views: 14552

Re: A reliable and cheap first wall against the creepers

Hm. Btw. Do you have any problems with the logistic bots? I think this is exactly the use of them! And this means, that the logistic bots are your very early target, yes? I would like to see the factory just before you could built that. :) I found that logistic robots are too expensive to be effect...
by Holy-Fire
Sat Aug 17, 2013 8:40 pm
Forum: Ideas and Suggestions
Topic: A reliable and cheap first wall against the creepers
Replies: 13
Views: 14552

Re: A reliable and cheap first wall against the creepers

edit2: Now I got it! You never played to the end. Finished the rocket defense? What follows is... I do not say more, but you cannot do that with lasers. Just much to few energy! PS: I think most of you never played with creepers switched to rich. Do that! :) I'm mopping the floor with the rocket de...
by Holy-Fire
Fri Aug 16, 2013 2:19 pm
Forum: Ideas and Suggestions
Topic: A reliable and cheap first wall against the creepers
Replies: 13
Views: 14552

Re: A reliable and cheap first wall against the creepers

It's almost as if I'm playing a different game from you guys. I've never loaded a gun turret with an inserter, and I've never used piercing magazines with turrets. I start with a turret or two with magazines I load manually, that's enough for a while. Later I make one magazine assembling machine (pr...
by Holy-Fire
Fri Aug 16, 2013 1:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.6.0] Electric network info incompatible with 1280x1024
Replies: 10
Views: 3956

Re: [0.6.0] Electric network info incompatible with 1280x102

kovarex wrote:This is solved in 0.6.2 / 0.6.3
Tried it with 0.6.4 and the problem still exists.

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