Search found 51 matches
- Mon Jul 09, 2018 4:08 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 68802
Re: Friday Facts #250 - Dead end conclusion
If I could vote, I would vote for a tree view for blueprints , which I think would be much better proposal 0. Books just become folders; they can still be easily grouped and exported, and nesting them comes without cost. It is much easier to see what blueprints are each each book/folder. The icons ...
- Mon Jan 22, 2018 8:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
- Replies: 13
- Views: 8695
[kovarex] [0.16.17] Priority splitter can stop unblocked lane
In my testing, this is very specific to this location, so I'm not sure what is going on. I can remove the splitter and all the belts, and set it up the same as it is now, and the bug persists. By this i mean red belt input - red splitter-> (Left) red belt output + (Right) curved yellow belt ...
- Sat Dec 16, 2017 12:45 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 70811
Re: Friday Facts #221 - 0.16 is out
I would like inserter and side loading to both compress belts.
I think underground compression is a bit strange, only because inserters do not already compress on their own. If you allow inserters to compress, there is no question about the strangeness of underground belt compression.
If you ...
I think underground compression is a bit strange, only because inserters do not already compress on their own. If you allow inserters to compress, there is no question about the strangeness of underground belt compression.
If you ...
- Thu Dec 14, 2017 12:46 am
- Forum: Duplicates
- Topic: [16.1] Inserter does not take coal from full container
- Replies: 2
- Views: 1398
Re: [16.1] Inserter does not take coal from full container
Oops, I missed it. Thanks!
- Thu Dec 14, 2017 12:33 am
- Forum: Duplicates
- Topic: [16.1] Inserter does not take coal from full container
- Replies: 2
- Views: 1398
[16.1] Inserter does not take coal from full container
I have a burner mining drill being fed by a burner inserter which is taking from a wooden box.
If the box is full, the inserter will stop picking up coal from the box (and the drill will run out of fuel despite the box being full of it). Currently I am not sure how general the problem is, but I ...
If the box is full, the inserter will stop picking up coal from the box (and the drill will run out of fuel despite the box being full of it). Currently I am not sure how general the problem is, but I ...
- Sat Jun 03, 2017 5:59 pm
- Forum: Not a bug
- Topic: Rail signal circuit condition closed on "Everything =/= 0"
- Replies: 18
- Views: 7273
Re: Rail signal circuit condition closed on "Everything =/= 0"
You are still comparing against no signal which makes no sense what so ever because:
Anything is true when the first match is found.
Everything is not true when the first non-match is found.
Yeah, but what exactly is "No signal" other than a particular value the game chooses to define in a ...
Anything is true when the first match is found.
Everything is not true when the first non-match is found.
Yeah, but what exactly is "No signal" other than a particular value the game chooses to define in a ...
- Sat Jun 03, 2017 1:11 am
- Forum: Not a bug
- Topic: Rail signal circuit condition closed on "Everything =/= 0"
- Replies: 18
- Views: 7273
Re: Rail signal circuit condition closed on "Everything =/= 0"
There is more to this bug.
Everything >= 12 is true when there are no signals, even though any normal interpretation would be that no signal = 0. If you put 1 item in a chest, everything >= 12 will be false, but take the item out and it becomes true. That is clearly a bug.
I am forced to use ...
Everything >= 12 is true when there are no signals, even though any normal interpretation would be that no signal = 0. If you put 1 item in a chest, everything >= 12 will be false, but take the item out and it becomes true. That is clearly a bug.
I am forced to use ...
- Mon May 22, 2017 3:44 pm
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 46014
Re: Underground belt lane splitting, anyone else hate it?
Personally it does feel very unsatisfying to split belts using the underground belt; but it is extremely useful to be able to do it which put player in a bad spot. I honestly kind of wish the underground belts could be be sideloaded at all - to me the graphics justify that kind of behavior. But ...
- Thu May 18, 2017 3:09 pm
- Forum: General discussion
- Topic: (0.15.10+) Water and Steam, what's the plan?
- Replies: 83
- Views: 31651
Re: (0.15.10+) Water and Steam, what's the plan?
Ugh this thread....
For what it is worth - steam, and gases ARE BOTH FLUIDS (referring to the first point of the OP (Tapion)). Feel free to check the wikipedia page for fluids if you need a proper definition of a fluid. Next up - Steam and water are not the same thing! One is a GAS and one is a ...
For what it is worth - steam, and gases ARE BOTH FLUIDS (referring to the first point of the OP (Tapion)). Feel free to check the wikipedia page for fluids if you need a proper definition of a fluid. Next up - Steam and water are not the same thing! One is a GAS and one is a ...
- Tue Apr 25, 2017 11:28 pm
- Forum: Implemented Suggestions
- Topic: [0.15.2] Blueprints clutter inventory
- Replies: 1
- Views: 1547
Re: [0.15.2] Blueprints clutter inventory
You can drop them on the ground or put them into a box (which can be destroyed). But it is confusing.
- Sat Jul 09, 2016 4:54 pm
- Forum: News
- Topic: Friday facts #146 - The GFX workflow
- Replies: 42
- Views: 29432
Re: Friday facts #146 - The GFX workflow
Anyone else do a double take at the blender scene? It's some kind of train station (you can make out those words in the RenderLayer setup box), but it looks nothing like the station that is currently in the game. I wonder if / when we will see that graphic in game.
- Fri Mar 11, 2016 7:38 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 165897
Re: Friday Facts #129 - The late game
On the research problem.
Instead of having infinite levels of research just have one level that goes on infinitely and provides a buff like a module for the entire factory.
I really think that some of the blue requirements should be split off and given to purple science. It's kind of cheap for ...
Instead of having infinite levels of research just have one level that goes on infinitely and provides a buff like a module for the entire factory.
I really think that some of the blue requirements should be split off and given to purple science. It's kind of cheap for ...
- Fri Mar 11, 2016 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Endless ore patches
- Replies: 25
- Views: 18000
Re: Endless ore patches
Because of the FFF, I think I should clarify where I (the OP) stand in this thread:
Resources should be more spread out if they are made endless, with larger deposits being found further from the starting zone.
I love the dirty ore idea, and would like to see it combined with endless.
My idea for ...
Resources should be more spread out if they are made endless, with larger deposits being found further from the starting zone.
I love the dirty ore idea, and would like to see it combined with endless.
My idea for ...
- Fri Mar 11, 2016 6:05 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 165897
Re: Friday Facts #129 - The late game
With respect to cargo trains, I think the are the right size. The current sizes are sufficient to allow significant transfer over time and it is very challenging to reach a throughput or distance where you would be able to deplete the cargo from a train in less than the time it takes to send the ...
- Fri Mar 11, 2016 5:52 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 165897
Re: Friday Facts #129 - The late game
This is scenario B, where the research doesn't feel impactful. Yes, your turret does 1% more damage, but the actual real, observable difference is very small, especially since Factorio doesn't include combat text. You know intellectually it's doing more damage, but it doesn't change gameplay in ...
- Fri Mar 11, 2016 5:03 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 165897
Re: Friday Facts #129 - The late game
A) You have a scenario where infinite research makes part of the game irrelevant. In the case of infinite turret research, the player will eventually reach a point where the entire combat part of the game is easy and meaningless, removing that type of play as an option in megabases..
To show why ...
To show why ...
- Fri Mar 11, 2016 4:37 pm
- Forum: General discussion
- Topic: Go home Factorio, you're drunk
- Replies: 10
- Views: 7120
Re: Go home Factorio, you're drunk
You will need a mod to get alien artifacts!
- Fri Mar 11, 2016 4:35 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 165897
Re: Friday Facts #129 - The late game
I love the dirty ore concept!
I want to throw in my vote to make the ore patches work more like oil patches. I created a thread about it two days ago in the suggestions forum, so I think it is pretty cool to see this FFF and that people in this thread are pushing for that. I feel that if I know the ...
I want to throw in my vote to make the ore patches work more like oil patches. I created a thread about it two days ago in the suggestions forum, so I think it is pretty cool to see this FFF and that people in this thread are pushing for that. I feel that if I know the ...
- Fri Mar 11, 2016 4:17 pm
- Forum: Ideas and Suggestions
- Topic: Endless ore patches
- Replies: 25
- Views: 18000
Re: Endless ore patches
Wooo, I feel that today's FFF really offers some kind of validation of my report! The solutions they offer are not quite the same, but I like to hear the devs understand the issue the way I see it and are looking to improve the vanilla experience. And in a post I made in the train outpost mod thread ...
- Thu Mar 10, 2016 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Limit the input on underground belts and splitters.
- Replies: 6
- Views: 3012
Re: Limit the input on underground belts and splitters.
There are couple things like this related to belts I also feel is "cheaty". For instance, you can use inserters + underground belts to fully compress in a way that doesn't work if you use above ground belts, because the inserters can avoid collision issues that way. I don't think it's ideal at all ...