Search found 179 matches
- Sun Mar 22, 2020 9:52 am
- Forum: Won't fix.
- Topic: [0.18.15] Can walk between chemical plant and tank
- Replies: 5
- Views: 1251
Re: [0.18.15] Can walk between chemical plant and tank
It's definitely not a show-stopper. It is however an inconsistency in behaviour that is not understandable
- Sat Mar 21, 2020 2:19 pm
- Forum: Won't fix.
- Topic: [0.18.15] Can walk between chemical plant and tank
- Replies: 5
- Views: 1251
[0.18.15] Can walk between chemical plant and tank
See the attached screenshot and savegame:
I can walk straight up and pass between the chemical plant and its attached storage tank. I cannot do the same between e.g. pipe or pump and tank I don't expect to be able to walk over any fluid connection.
I can walk straight up and pass between the chemical plant and its attached storage tank. I cannot do the same between e.g. pipe or pump and tank I don't expect to be able to walk over any fluid connection.
- Fri Mar 20, 2020 5:49 pm
- Forum: Gameplay Help
- Topic: How to optimize railsetup
- Replies: 10
- Views: 2078
How to optimize railsetup
Consider the setup as in the screenshot: one train is waiting at the entrance to the station complex while there are accessible free stations. Is there a way to make it favour the non-occopied but open stations instead of waiting for an occupied one? The difference is the open, but un-occupied are b...
- Tue Mar 03, 2020 1:12 pm
- Forum: Balancing
- Topic: Tiered difficulty for nests
- Replies: 21
- Views: 5600
Re: Tiered difficulty for nests
I think nests might evolve to be more durable during the game. With defender capsules / personal laser turret I can destroy nests very rapidly just by running around them. One have to avoid getting into acid but with exoskeleton it is much easier. That works well, until you run into a cliff or get ...
- Sat Feb 29, 2020 1:44 pm
- Forum: Not a bug
- Topic: [0.18.9] Green train signal with train on both sides
- Replies: 2
- Views: 865
[0.18.9] Green train signal with train on both sides
Consider the setup as in the screenshot and savegame. There is a station which is occupied by a train with a signal immediately in front of the station and one immediately after the station. Why is the signal in front of the station (thus where the train is standing on, gps -96,-48) also green while...
- Thu Feb 27, 2020 11:20 am
- Forum: Gameplay Help
- Topic: Construction bots not building (edit: they do, but only after a while)
- Replies: 8
- Views: 2258
Re: Construction bots not building (edit: they do, but only after a while)
I habe one network for a 900spm base and release more bots when none are available anymore. It's easy to get 8000 construction bots working - and it will increase more as I hit 0 available frequently when I claim new territory
- Tue Feb 25, 2020 12:59 pm
- Forum: Pending
- Topic: [0.18.7] Blueprints with train's/wagon's do not get imported on MP maps
- Replies: 3
- Views: 1128
Re: [0.18.7] Blueprints with train's/wagon's do not get imported on MP maps
I sometimes had the impression that a blueprint is only uploaded to the server-usable blueprints when I explicitly want to use it. And then it takes, of course, a small time to actually upload it (depending on size and connection)
- Mon Feb 24, 2020 5:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.6] Biter clumping together
- Replies: 10
- Views: 4451
Re: [0.18.6] Biter clumping together
Many many hours further into the game the biters did not move at all.
In the debug info it says under "Ticks left to wait: Inf" and "Ticks since avoidance: 9234034"... so that means they never plan to move and they avoided <whatever> nearly 2 real-life days ago?
In the debug info it says under "Ticks left to wait: Inf" and "Ticks since avoidance: 9234034"... so that means they never plan to move and they avoided <whatever> nearly 2 real-life days ago?
- Mon Feb 24, 2020 12:53 pm
- Forum: Not a bug
- Topic: [0.18.8] Biters stop attacking
- Replies: 2
- Views: 743
Re: [0.18.8] Biters stop attacking
I'm not necessarily convinced that "they just take time". Looking at https://forums.factorio.com/viewtopic.php?f=7&t=81238 I continued the savegame just fine. "Mine" definitely should be or have been aggroed as they gathered as result of their nest being destroyed by artiller...
- Fri Feb 21, 2020 9:49 am
- Forum: Ideas and Requests For Mods
- Topic: Double Inserter
- Replies: 8
- Views: 1620
Re: Double Inserter
So basically what the fast inserter does but with different graphics?
- Thu Feb 20, 2020 9:54 am
- Forum: Ideas and Suggestions
- Topic: Lubricant: The only Flaw in the Fluid System.
- Replies: 65
- Views: 10193
Re: Lubricant: The only Flaw in the Fluid System.
But I still think this Lubricant issue is a recipes design problem. On the contrary, I feel that it is a good feature, not a problem of the game / recipe design. It is one thing which needs different solutions than most other building / ressource problems in factorio. As variety adds to the attract...
- Thu Feb 20, 2020 9:05 am
- Forum: Ideas and Suggestions
- Topic: Quickly place spaced rail signals using ctrl.
- Replies: 3
- Views: 1017
Re: Quickly place spaced rail signals using ctrl.
I would love to see something like this, too. As a work-around currently you can use big-enough blueprints which just have the length of one train length including signals at front and back (so that you see when you place it correctly)
- Wed Feb 19, 2020 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Lubricant: The only Flaw in the Fluid System.
- Replies: 65
- Views: 10193
Re: Lubricant: The only Flaw in the Fluid System.
so, whatever the product i use from the fluid system at whatever rate, there should be a way to build (no matter how complex it is) to balance out the by products of refinery. this is what the requested suggestion is i believe And exactly that is asking "make refinery usage easier, I don't wan...
- Wed Feb 19, 2020 11:45 am
- Forum: Ideas and Suggestions
- Topic: Lubricant: The only Flaw in the Fluid System.
- Replies: 65
- Views: 10193
Re: Lubricant: The only Flaw in the Fluid System.
Looks like you really don't get the point. Of course everyone loves oil processing puzzle, chemical products balancing, etc. But lubricant shortage isn't a puzzle. It is potentially unavoidable deadlock. Current tools allow to minimize chances of this deadlock, but it is always potentially possible...
- Wed Feb 19, 2020 9:24 am
- Forum: Ideas and Suggestions
- Topic: Lubricant: The only Flaw in the Fluid System.
- Replies: 65
- Views: 10193
Re: Lubricant: The only Flaw in the Fluid System.
Hence I'm just asking for the same to apply for lubrication by adding a second probably worse, recipe for it. Say (random) 20 crude oil and 10 water or something? It's obviously worse than just using 10 heavy oil but that's the point. As is already precedent by solid fuel. I also feel that this doe...
- Tue Feb 18, 2020 10:20 am
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 8405
Re: Cover ore with bricks/concrete
I like that ore remains somewhat visible.
- Mon Feb 17, 2020 10:24 am
- Forum: Technical Help
- Topic: Dedicated server
- Replies: 7
- Views: 1426
Re: Dedicated server
Try to start you server without specifying an IP explicitly. Unless you have a special setup with multiple network interfaces, that should work. You still will need to know your server's IP address or the DNS entry which resolves to your server in order to connect to your factorio server, though. Ca...
- Mon Feb 17, 2020 9:29 am
- Forum: Ideas and Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 56
- Views: 12368
Re: Option for disabling artillery auto target
Isn't it a simple switch to not put ammo into an artillery turret? The auto-targeting of the artillery train got me, too, though. It doesn't fire when on manual control, but auto-fires when the train is on automatic schedule. Which makes sense. But is not intuitive. And schedule also seems to apply ...
- Mon Feb 17, 2020 8:44 am
- Forum: General discussion
- Topic: Whats the point?
- Replies: 13
- Views: 3859
Re: Whats the point?
There's also so many ways to achieve a / the goal. The point is also to explore the many ways possible. Always doing things one way which works surely gets boring quickly. But there's A LOT of ways. And it's fun trying them out in different games (or even the same)
- Mon Feb 17, 2020 8:40 am
- Forum: Balancing
- Topic: More powerfull lights, better light profiles
- Replies: 6
- Views: 3045
Re: More powerfull lights, better light profiles
-nightvision; rather easily available and completely throws this aspect of the game out of the window, reducing all so-far placed lamps to cosmetic rubble (can still be used as signals); makes me wonder why nighttime was there to begin with. Yes, nightvision makes nighttime somewhat irrelevant wrt ...