Search found 34 matches
- Mon Nov 25, 2024 1:43 am
- Forum: Not a bug
- Topic: [2.0.14] Inserting onto splitter no longer saturates both output belts
- Replies: 8
- Views: 2137
Re: [2.0.14] Inserting onto splitter no longer saturates both output belts
If this would be decided to be an expected behavior i could make this broken again but then it will be broken again. I would appreciate it if you broke it back. (or messed with the splitter logic to re-create this accidental feature properly) It wasn't even OP since you still had to fit a splitter ...
- Fri Mar 01, 2024 8:37 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 18220
Re: Friday Facts #400 - Chart search and Pins
Oh, you poor naive souls...Since we don't expect a crazy amount of pins to exist,
- Fri Feb 09, 2024 9:41 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 27088
Re: Friday Facts #397 - Factoriopedia
There is one thing i would like to be added in addition to the "Used in" tab. It would be nice to see "Used as fuel in" where it shows which buildings/vehicles can accept this item as fuel. Same goes for other "consumables" for example "Used as ammo for" etc.
- Fri Sep 29, 2023 11:13 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 106944
Re: Friday Facts #378 - Trains on another level
Absolutely huge change. Truly elevates train gameplay. Love it. One small piece of critizism though - i don't really like red colored metal structure on the ramps and supports. On upper level tracks that only have colored safety railings i think it works pretty well and does a good job of distungush...
- Fri Aug 25, 2023 12:31 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 100060
- Fri Aug 25, 2023 12:22 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 100060
Re: Friday Facts #373 - Factorio: Space Age
I shared the same sentiment at first! But knowing that they're now on track to be releasing regular FFFs again, I'm definitely gonna reserve any actual concern until I see what stuff they have to tease in the coming weeks They just announced a years worth of FFF, I wouldn't expect them to show ever...
- Fri Aug 25, 2023 12:06 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 100060
Re: Friday Facts #373 - Factorio: Space Age
I've been waiting for this for a long time and was happy to read it, but having done so i have mixed feelings. The thing that worries is this part: Since the goal was to make the overall expansion experience as good as possible, we have rebalanced the tech tree. This means, that with Space Age enabl...
- Mon Mar 04, 2019 8:27 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 23829
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
When it shoots at turret, next to the pipe, it hits pipe as well.BlueTemplar wrote: βMon Mar 04, 2019 7:13 pm Even if so, it has to splash far enough to hit the pipe...
- Mon Mar 04, 2019 5:50 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 23829
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
as i know all spitters have splash damage right now.BlueTemplar wrote: βMon Mar 04, 2019 3:30 pm I guess that only affects the biggest spitters?
Small spitter splash damage seems pretty... small (if any !)
- Mon Mar 04, 2019 11:59 am
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 23829
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
Just noticed one more issue, which not really directly related to this one, but they both are affecting flameturrets gameplay in 0.17, so im not creating new topic, but updating this one. The issue is - now when spitters have splash acid damage - they are damaging pipes, connected to flame turrets, ...
- Sun Mar 03, 2019 2:07 am
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.4] Why does everyone say this is hard?
- Replies: 2
- Views: 1631
Re: [0.17.4] Why does everyone say this is hard?
That is an excellent design on your turrets and autoloader. Could you talk a little bit about how the game progressed for you? I love hearing about this stuff. Nothing special actually. I just rushed turrets&walls research (limiting myself with 8 burner drills on iron to not create too much pol...
- Sat Mar 02, 2019 10:05 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.4] Why does everyone say this is hard?
- Replies: 2
- Views: 1631
[0.17.4] Why does everyone say this is hard?
This 2 hours of relaxing early game experience made my evening! Thank you, i really enjoyed it)
P.S. add this little robot-companion to a free game! He is soooo cute ^-^
P.S. add this little robot-companion to a free game! He is soooo cute ^-^
- Sat Mar 02, 2019 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] mouse cursor has offset when editing blueprints
- Replies: 2
- Views: 2418
Re: [0.17.1] mouse cursor has offset when editing blueprints
same thing for me. it is good to know it, that its already fixed. cant wait for 0.17.5
- Sat Mar 02, 2019 2:36 am
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 23829
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
sort of. read the whole topic. as i get it - devs are researching this thing, and for now they just disabled leading as a temporarily solution.
- Thu Feb 28, 2019 3:27 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 23829
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
Yup. Artillery auto-targeting works only on spawners and worms.BlueTemplar wrote: βThu Feb 28, 2019 3:08 pm Oh, right, it only autofires on the expansion parties once they start morphing into buildings...
- Thu Feb 28, 2019 10:21 am
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 23829
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
Can you upload your saves, please? I am going to disable target leading for flamethrower turrets for 0.17.3, but your saves will be helpfull when researching how to make it better. Here is my save (cant upload here files bigger, than 15MB). Most intense attacks happening in top left corner of the m...
- Wed Feb 27, 2019 10:50 pm
- Forum: Gameplay Help
- Topic: How to create a world with multiple starting points?
- Replies: 0
- Views: 759
How to create a world with multiple starting points?
And is that possible in normal game, not only in outside *island* preset?
- Wed Feb 27, 2019 8:10 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 23829
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
Weren't flame turrets designed to be in one line with other turrets? They even were made 3x2 for convenient pipe connection, when they are in this line. So if they damage turrets, that are in same line with them - they are clearly not working as intended. Yea, I'm just point out that technically sp...
- Wed Feb 27, 2019 7:59 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 23829
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
I don't see the issue range violation there. The center of the flame patch is on the edge, and it's AOE expanded to hit the other turrets. Weren't flame turrets designed to be in one line with other turrets? They even were made 3x2 for convenient pipe connection, when they are in this line. So if t...
- Wed Feb 27, 2019 7:51 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 23829
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
BlueTemplar wrote: βWed Feb 27, 2019 7:46 pm I don't see it. Please edit your screenshot to highlight it?