Search found 179 matches

by planetmaker
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: 360

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
by planetmaker
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: 360

[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
Bildschirmfoto von 2020-03-21 15-17-50.png
Bildschirmfoto von 2020-03-21 15-17-50.png (3.1 MiB) Viewed 360 times
I don't expect to be able to walk over any fluid connection.
by planetmaker
Fri Mar 20, 2020 5:49 pm
Forum: Gameplay Help
Topic: How to optimize railsetup
Replies: 10
Views: 610

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...
by planetmaker
Tue Mar 03, 2020 1:12 pm
Forum: Balancing
Topic: Tiered difficulty for nests
Replies: 21
Views: 1865

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 ...
by planetmaker
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: 308

[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...
by planetmaker
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: 550

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
by planetmaker
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: 314

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)
by planetmaker
Mon Feb 24, 2020 5:08 pm
Forum: Assigned
Topic: [Oxyd] [0.18.6] Biter clumping together
Replies: 9
Views: 982

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?
by planetmaker
Mon Feb 24, 2020 12:53 pm
Forum: Not a bug
Topic: [0.18.8] Biters stop attacking
Replies: 2
Views: 210

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 artillery. Yet another 100 hours...
by planetmaker
Fri Feb 21, 2020 9:49 am
Forum: Ideas and Requests For Mods
Topic: Double Inserter
Replies: 8
Views: 442

Re: Double Inserter

So basically what the fast inserter does but with different graphics?
by planetmaker
Thu Feb 20, 2020 9:54 am
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 65
Views: 2433

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...
by planetmaker
Thu Feb 20, 2020 9:05 am
Forum: Ideas and Suggestions
Topic: Quickly place spaced rail signals using ctrl.
Replies: 3
Views: 220

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)
by planetmaker
Wed Feb 19, 2020 12:30 pm
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 65
Views: 2433

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 want to ...
by planetmaker
Wed Feb 19, 2020 11:45 am
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 65
Views: 2433

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...
by planetmaker
Wed Feb 19, 2020 9:24 am
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 65
Views: 2433

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...
by planetmaker
Tue Feb 18, 2020 10:20 am
Forum: Ideas and Suggestions
Topic: Cover ore with bricks/concrete
Replies: 18
Views: 4568

Re: Cover ore with bricks/concrete

I like that ore remains somewhat visible.
by planetmaker
Mon Feb 17, 2020 10:24 am
Forum: Technical Help
Topic: Dedicated server
Replies: 7
Views: 433

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...
by planetmaker
Mon Feb 17, 2020 9:29 am
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 39
Views: 7291

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 ...
by planetmaker
Mon Feb 17, 2020 8:44 am
Forum: General discussion
Topic: Whats the point?
Replies: 13
Views: 1600

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)
by planetmaker
Mon Feb 17, 2020 8:40 am
Forum: Balancing
Topic: More powerfull lights, better light profiles
Replies: 5
Views: 1041

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 ...

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