Search found 95 matches

by Aardwolf
Fri Nov 24, 2023 1:59 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 36160

Re: Friday Facts #386 - Vulcanus

The landscape looks amazing!

I really hope it comes with some new enemies as well
by Aardwolf
Sat Apr 17, 2021 9:48 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 183594

Re: Friday Facts #365 - Future plans

My biggest late-game headache is "oh, have to stop building to send out the Destroyer train again (2 engines, 1 tanker, 6 arty wagons w/ 600 rounds of ammo) and then babysit/repair whatever arty base full of turrets is closest to the enemy while it drives back the biters." Since I run one...
by Aardwolf
Fri Aug 14, 2020 11:29 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 118197

Re: Friday Facts #360 - 1.0 is here!

Congrats, and spidertron, yay! :D
by Aardwolf
Sat Apr 27, 2019 8:26 pm
Forum: Duplicates
Topic: [0.17.34] - MP defregmenting input action crash
Replies: 1
Views: 1855

[0.17.34] - MP defregmenting input action crash

The game crashed after managing to connect to the (very laggy) server, after about 2 seconds of gameplay (in which I began walking around) after the game got unpaused, but also about at the time when the stresstest was being ended. Here is the relevant part of the log. OS: Linux, using Steam. Intel ...
by Aardwolf
Sat Mar 30, 2019 1:59 pm
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 19346

Re: Circuit Network to read Rocket Silo Progress

+1 on this one, I was surprised this is not possible. It would be great to be able to read the percentage or total current progress with circuit network. I wanted to connect lamp indicators to show progress. If you can read fluid levels from vats, why not also rocket progress from rocket silo? Solut...
by Aardwolf
Fri Mar 29, 2019 4:01 pm
Forum: Releases
Topic: Version 0.17.22
Replies: 5
Views: 8429

Re: Version 0.17.22

> Fixed biters ignoring the player when building a new base.

Ha! I thought they were just in very deep concentration (cocooning) for base building
by Aardwolf
Thu Mar 14, 2019 10:53 pm
Forum: Gameplay Help
Topic: Trash slots chest: storage chest filled up with requested items...
Replies: 2
Views: 1378

Trash slots chest: storage chest filled up with requested items...

Hi, I built a logistics "Storage chest" with the entention that the robots would empty my trash slots into it. They did empty my trash slots into it, but they also immediately filled up the ENTIRE chest chock full with transport belts. Transport belts are an item in my logistics requestor ...
by Aardwolf
Thu Mar 14, 2019 10:19 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 21662

Re: Version 0.17.12

Awesome to have those stats! I was using the /evolution command a lot lately, especially to check when I'd get behemoths. Seeing the evolution rate and behemoth percentage easily on the spawner now is great :)
by Aardwolf
Mon Mar 11, 2019 5:53 pm
Forum: Releases
Topic: Version 0.17.10
Replies: 18
Views: 15645

Re: Version 0.17.10

Nice! What I'd still like to see is: -way to move items (shortcuts) in the quickbar by dragging them, the middle click method is too much hassle (middle clicking itself is fine, but if you want to swap two items you need to temporarily use a third slot to put one...) -way to open all your blueprints...
by Aardwolf
Thu Mar 07, 2019 4:43 pm
Forum: Gameplay Help
Topic: Nuclear fuel in tank after using solid fuel
Replies: 4
Views: 2010

Re: Nuclear fuel in tank after using solid fuel

Alright, got it. In that case it was a psychological effect :D "I got nuclear fuel in my tank! It feels so much faster now!". Must have been truly faster only once that solid fuel ran out :)
by Aardwolf
Thu Mar 07, 2019 4:08 pm
Forum: Gameplay Help
Topic: Turbines not working. Why?
Replies: 6
Views: 13758

Re: Turbines not working. Why?

Great, so that means I can add 4 more heat exchangers per reactor in my setup (8 heat exchangers per reactor, 16 turbines per reactor, for 1x2 reactors), and if I later upgrade to 2x2 reactor, I should be able to get 12 heat exchangers per reactor (for a total of 48), correct? With so much power, on...
by Aardwolf
Thu Mar 07, 2019 2:54 pm
Forum: Gameplay Help
Topic: Nuclear fuel in tank after using solid fuel
Replies: 4
Views: 2010

Nuclear fuel in tank after using solid fuel

Hi, I'm wondering if the following observations are correct: 1.) When driving the tank, a piece of fuel you put in the slot immediately disappears, and fills up the red bar. So you no longer see the item, but the fuel is in the tank now. 2.) If you drive with solid fuel and swap out the solid fuel f...
by Aardwolf
Tue Mar 05, 2019 11:27 pm
Forum: Gameplay Help
Topic: Turbines not working. Why?
Replies: 6
Views: 13758

Re: Turbines not working. Why?

Thanks for that! I improved the layout now, 4 heat exchangers per reactor with two turbines for each heat exchanger. Much more power :)
by Aardwolf
Tue Mar 05, 2019 9:57 pm
Forum: Gameplay Help
Topic: Turbines not working. Why?
Replies: 6
Views: 13758

Turbines not working. Why?

See the screenshot: 4 turbines are working, but 4 turbines to the right are not working. They also don't work at night, and there is too little power production then (too little power available at night), so it's not due to not consuming enough electricity. Is it the pipes (which are for walkthrough...
by Aardwolf
Tue Mar 05, 2019 1:57 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 43646

Re: Version 0.17.5

I use the GOG version, and I can only update to version 17.01, how can I update to this version? The original post said: We're having problems with our automatic updater at the moment, so please use Steam, or download the full installation at http://www.factorio.com/download/experimental. Does that...
by Aardwolf
Sat Mar 02, 2019 9:00 pm
Forum: Releases
Topic: Version 0.17.4
Replies: 54
Views: 34389

Re: Version 0.17.4

With the current blueprint design, I don't understand why the "blueprint book" button in the bar at the bottom doesn't just show my blueprints and allow to use them? Instead all it does is make the mouse pointer a blueprint book to put in the inventory. But when we have this nice bar at th...
by Aardwolf
Sat Mar 02, 2019 1:15 am
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 73758

Re: Friday Facts #284 - 0.17 experimental

I had the game hang (happened shortly after setting up a chemical process building, when trying to kill its process steam too got killed). Does it still create a crash report in that case, or how can you debug hangs?
by Aardwolf
Fri Mar 01, 2019 6:07 pm
Forum: Duplicates
Topic: [0.17.3] UI unresponsive to mouse
Replies: 9
Views: 3063

Re: [0.17.3] UI unresponsive to mouse

Update: after trying out various things, the UI came back!

Possibly zooming in and out with the scrollwheel is what made the UI work again.

Any ideas?
by Aardwolf
Fri Mar 01, 2019 6:05 pm
Forum: Duplicates
Topic: [0.17.3] UI unresponsive to mouse
Replies: 9
Views: 3063

[0.17.3] UI unresponsive to mouse

Hi, I don't know what triggered it, but while playing the UI suddenly became unresponsive to mouse. Keyboard shortcuts still work, e.g. escape brings up the game menu, but clicking with the mouse on resume does nothing. Clicking with the mouse on any item in the inventory, quick bar, ... does nothin...
by Aardwolf
Thu Feb 28, 2019 1:20 pm
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 36727

Re: Version 0.17.2

I see! I'm currently using the toolbar more in a way that grows together with my base, so do need to rearrange things in it quite often :)

Got a military and a factory building one so far and soon will have to start adding an oil/pipes related one

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