Thanks, lots to look forward to. Any idea if it will be ready this week?kovarex wrote:Thank you for the report, this is fixed for 0.7.2 now.
Search found 168 matches
- 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: 3673
Re: [0.7.1] Unchecking "Use item groups" doesn't work
- 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: 2351
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 ...
- Sun Oct 13, 2013 2:17 pm
- Forum: News
- Topic: Random Ramblings #5
- Replies: 13
- Views: 22931
Re: Random Ramblings #5
You're referring to my suggestion? It's weaker than robots since you still have to go through the construction site.ficolas wrote:Too op, building robots are nice, and I love seeing robors flying arround working for meh
- Sun Oct 13, 2013 11:57 am
- Forum: Not a bug
- Topic: Temporary inventory
- Replies: 3
- Views: 3480
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.
- Sun Oct 13, 2013 11:52 am
- Forum: News
- Topic: Random Ramblings #5
- Replies: 13
- Views: 22931
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...
- 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: 1135
[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 ...
- 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: 2351
[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....
- 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: 3673
[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.
- Sat Oct 12, 2013 8:18 pm
- Forum: Releases
- Topic: Version 0.7.1
- Replies: 44
- Views: 37650
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 ...
- Thu Sep 26, 2013 8:35 pm
- Forum: General discussion
- Topic: Round vs. quadratic
- Replies: 13
- Views: 12282
Re: Round vs. quadratic
It's not Taxicab metric. It's the Chebyshev metric (Total distance is maximum of x and y distances).Coolthulhu wrote:Everything else uses squares and taxicab metric (total distance is sum of x and y distances).
- Fri Aug 30, 2013 5:08 am
- Forum: Gameplay Help
- Topic: what exactly is productivity?
- Replies: 5
- Views: 11146
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...
- Thu Aug 29, 2013 6:59 pm
- Forum: Gameplay Help
- Topic: what exactly is productivity?
- Replies: 5
- Views: 11146
Re: what exactly is productivity?
They are. Used properly, they are much more powerful than any of the other modules.Paulio wrote:but they must be nice if you look at the high costs of power consumption.
- Fri Aug 23, 2013 1:48 pm
- Forum: Implemented Suggestions
- Topic: Logistic overview on the right side
- Replies: 3
- Views: 6275
Re: Logistic overview on the right side
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.ssilk wrote:BTW: There seems to be a bug, because I saw sometimes items with "-1" in the list.
- Fri Aug 23, 2013 12:59 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belts instead of trains
- Replies: 33
- Views: 34318
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...
- 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: 4109
Re: [0.6.0] Electric network info incompatible with 1280x102
Any updates? Should I post again in the main Bug Reports section?Holy-Fire wrote:Tried it with 0.6.4 and the problem still exists.kovarex wrote:This is solved in 0.6.2 / 0.6.3
- Sun Aug 18, 2013 11:57 am
- Forum: Ideas and Suggestions
- Topic: A reliable and cheap first wall against the creepers
- Replies: 13
- Views: 14942
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...
- Sun Aug 18, 2013 7:08 am
- Forum: Ideas and Suggestions
- Topic: A reliable and cheap first wall against the creepers
- Replies: 13
- Views: 14942
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...
- Sat Aug 17, 2013 8:40 pm
- Forum: Ideas and Suggestions
- Topic: A reliable and cheap first wall against the creepers
- Replies: 13
- Views: 14942
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...
- Fri Aug 16, 2013 2:19 pm
- Forum: Ideas and Suggestions
- Topic: A reliable and cheap first wall against the creepers
- Replies: 13
- Views: 14942
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...
- 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: 4109
Re: [0.6.0] Electric network info incompatible with 1280x102
Tried it with 0.6.4 and the problem still exists.kovarex wrote:This is solved in 0.6.2 / 0.6.3