That did the trick, thanks.
Onwards....
Search found 20 matches
- Thu Nov 07, 2024 5:35 am
- Forum: Gameplay Help
- Topic: Vulcanus: unlocking the Foundry
- Replies: 2
- Views: 428
- Thu Nov 07, 2024 4:26 am
- Forum: Gameplay Help
- Topic: Vulcanus: unlocking the Foundry
- Replies: 2
- Views: 428
Vulcanus: unlocking the Foundry
I feel like I'm missing something very obvious here. I got to Vulcanus for the first time and started to put things together. Soon enough, I want to unlock the Foundry, so I do what the tech tree tells me and craft some tungsten carbide. After making two full stacks of the stuff, the research entry ...
- Fri Jun 28, 2024 2:23 pm
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 27198
Re: Friday Facts #417 - Space Age development
I played the game from start to finish once again, it took 240 hours, which is still way too much. But it needs to be considered that I went quite heavy with the factory size, trying to get almost everything in legendary quality, with the goal of 1 million science per minute (SPM). I haven't reache...
- Fri Apr 05, 2024 2:12 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 26893
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
One additional suggestion for the (very nice) Logistics GUI is to allow the user to create meaningful alias names for "Network #55" and so forth. "Iron Smelters Unloading", "Production Mall", whatever.
- Fri Feb 09, 2024 3:36 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 27033
Re: Friday Facts #397 - Factoriopedia
Small power poles will now be unlocked by Electronics? So will something be changing about how the first couple of research items be handled? Because without any sort of power poles, right now it's kind of difficult to run the labs.... I guess I could see hand "crafted" research being a t...
- Fri Feb 09, 2024 1:55 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 27033
Re: Friday Facts #397 - Factoriopedia
Small power poles will now be unlocked by Electronics? So will something be changing about how the first couple of research items be handled? Because without any sort of power poles, right now it's kind of difficult to run the labs.... I guess I could see hand "crafted" research being a th...
- Wed Jul 22, 2020 3:05 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15758
Re: A critique of Factorio’s power generation systems
Conceptually that's okay, if restrictive, but it lacks a wide-area option for sub-distribution, like the current substations provide. And that would be a useful option since there are a bunch of layouts that medium poles don't work for; some replacement would be appreciated. Fair point. OK, leave s...
- Wed Jul 22, 2020 1:58 am
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15758
Re: A critique of Factorio’s power generation systems
For a mod the only realistic way i see would be enforcing very complex restrictions on pole2pole connections, as there is no moddability of the actual power system. As a hypothetical, how about this: * Power poles consume power, like an always-on lamp or similar. How much per pole is a game-balance...
- Fri Jul 17, 2020 10:16 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 62631
Re: Friday Facts #356 - Blueprint library for real
Great set of new features. Book within a book within (...) and map-building look wonderful.
Also, glad to hear that your burnout was recoverable. It's been a long road to get so close to 1.0, but the light at the end of the tunnel isn't an oncoming train (hopefully...).
Also, glad to hear that your burnout was recoverable. It's been a long road to get so close to 1.0, but the light at the end of the tunnel isn't an oncoming train (hopefully...).
- Wed Jan 22, 2020 2:22 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 82265
Re: Version 0.18.0
Oooh, shiny,.. Could we, perhaps in a forthcoming FFF or similar, get an update on the roadmap? I'm thinking mostly about the big features in-progress such as revamping the blueprint library and reworking the physics engine for fluids. Obviously "it will be done by $DATE" is unrealistic to...
- Fri Sep 27, 2019 3:40 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 52628
Re: Friday Facts #314 - 0.17 stable
Instead of a belt planner, how about a belt brush that can lay down 4-wide or whatever belts (including handling corners)? There isn't any real skill involved in doing that by hand pre-construction bot, so it doesn't remove any of the design challenges from the game but could alleviate some of the t...
- Fri Jul 26, 2019 3:29 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 329857
Re: Friday Facts #305 - The Oil Changes
I think these changes are better than what was proposed last week, but I'm still of the opinion that you're trying to solve the wrong problem. The underlying problem that people hit with oil is dealing with the multiple outputs and the need to draw from all of them to prevent the refinery from block...
- Mon Jul 22, 2019 4:04 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 243285
Re: Friday Facts #304 - Small bugs; Big changes
It was mentioned a while ago that the overall development plan for 0.17 was to declare it stable, and then have sort of mini experimental branches with new features, all under the 0.17.x umbrella. I'd strongly suggest using one of those branches for this idea. Once the bug count for 0.17 gets low en...
- Tue Jul 16, 2019 9:55 pm
- Forum: Releases
- Topic: Version 0.17.58
- Replies: 53
- Views: 31511
Re: Version 0.17.58
For rail placement, a suggestion: Get rid of the distinction between manually placing and "planning", which thus frees up the shift key to toggle between ignore-obstacles and avoid-obstacles. So, if you try to place some rails within manual build distance and you have rails in inventory, t...
- Wed Feb 27, 2019 4:50 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 39200
Re: [0.17.1] intro too hard
I would submit that a Kobayashi Maru scenario is great for a stand-alone, but is probably not appropriate for a tutorial.At 90% research completion it hits 100% production, so the player has no chance to keep up. Then it is just about holding out.
- Fri Feb 22, 2019 9:00 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 171284
Re: Friday Facts #283 - Prepare to Launch
We were testing the algorithm, and there was a lot of back and forth, but the time was running by and there were some problems not that easy to fix. To prevent things from getting broken in a ways we couldn't anticipate and not to potentially delay the release any further, we decided to split the c...
- Fri Feb 01, 2019 5:40 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 100576
Re: Friday Facts #280 - Visual Feedback is the king
Looks very nice. Why is the check-mark for New Blueprint greyed out in the tool-select GUI? Is that tool always in the toolbar or something?
- Fri Jan 25, 2019 5:50 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 85504
Re: Friday Facts #279 - Train GUI & Modern Spitter
Curious as to how the rest of the GUI revamp is going. In the overview from two weeks ago, the Train GUI was listed as having just cleared the first step in the pipeline, and from what we see today I assume it's somewhere between Implementation Draft and Final Review. How about all of the other red ...
- Fri Mar 02, 2018 11:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [jiri][for 0.17][0.16.27] OS X:Incorrect determination of VRAM
- Replies: 3
- Views: 2489
Re: [0.16.27] OS X:Incorrect determination of VRAM
Thanks. Didn't know about that workaround.posila wrote:Thanks for the report.
You can select the high sprite quality, you just need to select it twice in a row.
- Thu Mar 01, 2018 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [jiri][for 0.17][0.16.27] OS X:Incorrect determination of VRAM
- Replies: 3
- Views: 2489
[jiri][for 0.17][0.16.27] OS X:Incorrect determination of VRAM
This is probably not particularly high priority, but thought I'd report it anyway. I have a Mac with two GPUs, the integrated one on the CPU and a separate discrete GPU (hardware is a 2016 MacBook Pro 15" with the Radeon 460 GPU). When starting up, Factorio reports the wrong amount of VRAM; the...