Search found 24 matches
- Sun Jul 28, 2019 7:30 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 386392
Re: Friday Facts #305 - The Oil Changes
There is some merit in the general idea that multiple outputs = the theme of oil processing, and of course the Heavy+Gas solution is compatible with that, while being very conservative in regards to the original BOP.
Considering option 1 (solid fuel in science), it does help a bunch as solid fuel ...
- Sun Jul 28, 2019 12:12 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 386392
Re: Friday Facts #305 - The Oil Changes
The second thing that I have been considering recently would be to make BOP output heavy and gas only, no light. The point of “oil processing only feels like a complicated process if it has multiple outputs” is quite valid. This would allow to keep robots before chemical science. The argument of ...
- Sun Jul 28, 2019 7:34 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 386392
Re: Friday Facts #305 - The Oil Changes
*snip*
As for oil products, my sugesstion is to keep current science, flamer fuel and rocket fuel recipes as is, but change following:
1) Change Petroleum Gas input in Sulfur recipe for Light Oil. This, along with Solid Fuel, gives Light Oil a major resource sink, so backing up should be less of ...
- Sat Jun 08, 2019 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.46] Major performance regression compared to .45
- Replies: 7
- Views: 4714
Re: [0.17.46] Major performance regression compared to .45
Same issue here, I made a little screen recoding for you including the debug options enabled. When I am on zoomed in zoom levels in a forest I get a stuttering effect. I noticed that in the middle section behind "Sprites ... Calls: G xxx T xxx" the values for G and T behind calls can spike up to ...
- Wed Mar 27, 2019 7:12 pm
- Forum: Not a bug
- Topic: [0.17.21] Gap appearing after connecting new belt
- Replies: 2
- Views: 1368
[0.17.21] Gap appearing after connecting new belt
I noticed a GAP appearing after I connected a new fully compressed belt to my green circuit bus. It seems that my machines are mainly pulling from the right side of the belt. Please find a screenshot below. I can provide a copy of my savegame, but I prefer to do that privately. Green circuit GAP.png ...
- Sun Mar 24, 2019 2:19 pm
- Forum: Duplicates
- Topic: [0.17.17] Transport Belt Madness - Migration message
- Replies: 1
- Views: 999
[0.17.17] Transport Belt Madness - Migration message
When starting the campaign level "Transport Belt Madness - Level 1" the following screen shows indicating to me that this level is migrated from an older version of the game:
- Sun Mar 24, 2019 2:02 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.17] Campaing feedback
- Replies: 0
- Views: 1080
[0.17.17] Campaing feedback
Just finished the NPE/Tutorial campaign. Altough I am not a new player, I though it would be good to give it a try.
Let's start with the parts I really liked:
- This bot buddy Compilatron is a really nice additon to the game. I like him better than the hovering messages we had in previous versions ...
Let's start with the parts I really liked:
- This bot buddy Compilatron is a really nice additon to the game. I like him better than the hovering messages we had in previous versions ...
- Sat Mar 02, 2019 12:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.3] Hand icon not disappearing from quickbar after repair packs run out
- Replies: 5
- Views: 3364
Re: [0.17.3] Hand icon don't disappear from quickbar after repair pack run out
Same here it seems to not only apply to repair packs:
- Sat Mar 02, 2019 10:23 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.1] "'Item' is in the way" message should not appear for the same item placed
- Replies: 16
- Views: 13411
Re: [0.17.1] "'Item' is in the way" message should not appear for the same item placed
I noticed that the same happens when pasting a blueprint over existing items using the new copy-paste features. Placing the blueprint holding shift does not give a floating message.
- Sat Mar 02, 2019 10:12 am
- Forum: Not a bug
- Topic: [0.17.4] Pipette tool (Q) is not selecting item on the quickbar
- Replies: 3
- Views: 1925
Re: [0.17.4] Pipette tool (Q) is not selecting item on the quickbar
Thanks for the reply, if it's not a bug it would be a very helpfull addition. it should not be too difficult to check if the item selected by the pipette tool is on one of the active quickbars and selecting it. Anyway, thanks for the new version and I hope this addtion will make it into the game ...
- Fri Mar 01, 2019 8:48 pm
- Forum: Not a bug
- Topic: [0.17.4] Pipette tool (Q) is not selecting item on the quickbar
- Replies: 3
- Views: 1925
[0.17.4] Pipette tool (Q) is not selecting item on the quickbar
When using pipette tool (key Q) to select an item it is not selected on the quickbar even if the item is there. the following screenshots show that the same item is selected once using key 7 to select the slot on the quickbar, the other time using Q.
Frst pressing 7:
Quickbar pressing 7.PNG
Then ...
Frst pressing 7:
Quickbar pressing 7.PNG
Then ...
- Wed Feb 27, 2019 7:04 pm
- Forum: Duplicates
- Topic: [0.17.0] Automatic updates not working
- Replies: 3
- Views: 1377
[0.17.0] Automatic updates not working
Curretnly the automatic updates do not work for me. the logfile states the following: 32.787 Factorio initialised
32.789 Info HttpSharedState.cpp:54: Downloading https://updater.factorio.com/updater/get-available-versions?username=gamestefan&token=<private>&apiVersion=2
33.574 Info HttpSharedState ...
32.789 Info HttpSharedState.cpp:54: Downloading https://updater.factorio.com/updater/get-available-versions?username=gamestefan&token=<private>&apiVersion=2
33.574 Info HttpSharedState ...
- Sun Apr 08, 2018 7:45 pm
- Forum: Pending
- Topic: [0.16.30] Random crash after alt+tab
- Replies: 2
- Views: 1323
Re: [0.16.30] Random crash after alt+tab
Thanks for taking the case, however since the report I didn't have the crash again. I did have Windows and Factorio updates though. I suspect that the issue is solved magically by one of them.
- Sat Mar 17, 2018 5:29 pm
- Forum: Pending
- Topic: [0.16.30] Random crash after alt+tab
- Replies: 2
- Views: 1323
[0.16.30] Random crash after alt+tab
Somehow after the update to 0.16.30 the game start crashing randomly at alt+tab. Usually it works without any problem and I didn't manage to reproduce the exact circumstances yet.
I can provide a save, but I prefer not to share it publicly. please PM me to request a save.
Herewith the logfile and a ...
I can provide a save, but I prefer not to share it publicly. please PM me to request a save.
Herewith the logfile and a ...
- Fri Jan 26, 2018 7:58 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 58315
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
Do you have any ideas for new scenarios, or improvements to the current ones?
Yes, It would be nice if the PvP Production Score and Oil Harvest modes would become available as single player versions. Ofcourse with all the relavant options ;). It would be nice for users that don't like joining in ...
Yes, It would be nice if the PvP Production Score and Oil Harvest modes would become available as single player versions. Ofcourse with all the relavant options ;). It would be nice for users that don't like joining in ...
- Sat Jan 06, 2018 12:55 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 464914
Re: Friday Facts #224 - Bots versus belts
I admit that I skipped some pages of this thread...
Personally I like buffing over nerfing anyways (same for fluid machanics and sideloading), because from a developement perspective removing/nerfing stuff has a greater potential to break existing designs and make the users unhappy. Also ...
Personally I like buffing over nerfing anyways (same for fluid machanics and sideloading), because from a developement perspective removing/nerfing stuff has a greater potential to break existing designs and make the users unhappy. Also ...
- Mon Jan 01, 2018 1:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos][0.16.12] Cliff glitches when cliff meets ore
- Replies: 0
- Views: 2486
[TOGos][0.16.12] Cliff glitches when cliff meets ore
First of all Happy New Year to all of you guys.
I noticed that when cliffs and ore patches are in the same place, somethimes the cliffs just cut off. I attached a few images and a map exchange string containing the issue. the image "Factorio Cliffs 2 map" shows the location of the issue in the ...
I noticed that when cliffs and ore patches are in the same place, somethimes the cliffs just cut off. I attached a few images and a map exchange string containing the issue. the image "Factorio Cliffs 2 map" shows the location of the issue in the ...
- Sun Dec 24, 2017 12:01 pm
- Forum: Ideas and Suggestions
- Topic: circuit logic suggestions
- Replies: 6
- Views: 3120
Re: circuit logic suggestions
- add more wire colors
- add combinators with enhanced logic like a processor. possibly something like the mod factorissimo with combinators
- add combinator lights with at least 2 logics
- add "any color" to the any signals
Agree. The processor one is quite cool.
- make this mod obsolete: https ...
- add combinators with enhanced logic like a processor. possibly something like the mod factorissimo with combinators
- add combinator lights with at least 2 logics
- add "any color" to the any signals
Agree. The processor one is quite cool.
- make this mod obsolete: https ...
- Sat Dec 23, 2017 6:45 pm
- Forum: Not a bug
- Topic: Combinator connected to multiple roboports
- Replies: 6
- Views: 2312
Re: Combinator connected to multiple roboports
Why would we spend the time and sacrifice the performance to do that when the correct answer is "don't connect 2 or more roboports to the same circuit network"?
The report is based on an error in my circuit network that I didn't catch. for performance reasons I would understand that fixing this ...
The report is based on an error in my circuit network that I didn't catch. for performance reasons I would understand that fixing this ...
- Sat Dec 23, 2017 6:33 pm
- Forum: Not a bug
- Topic: Combinator connected to multiple roboports
- Replies: 6
- Views: 2312
Re: Combinator connected to multiple roboports
Alright, I might have expected a bit more smartness... I don't think it is a huge developement effort to check if the contents of the logistic network are already taken into account.