Search found 20 matches

by Khagan
Fri Feb 21, 2020 4:03 am
Forum: Gameplay Help
Topic: Battle is frustrating
Replies: 17
Views: 472

Re: Battle is frustrating

The artillery is weird. It doesn't lob. It just shoots straight across and hits anything in the way like a tree or a bug which wastes the ammo if you want a nest. I assume you mean the tank cannon, rather than the actual heavy artillery. Yes, it's a direct fire weapon. So (mostly) are real tank gun...
by Khagan
Wed Feb 19, 2020 1:29 am
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 60
Views: 938

Re: Lubricant: The only Flaw in the Fluid System.

The point to me is that lubricant is literally the only thing in the entire game that requires you to provide extra space for whatever side product you're forced to make. Perhaps the only thing in the infinite game (i.e. when you have all non-infinite tech), but in the midgame (before uranium-tippe...
by Khagan
Tue Feb 18, 2020 10:16 pm
Forum: Ideas and Suggestions
Topic: Infinite Resources such as Oil Spots have rather intransparent Map Tooltips
Replies: 2
Views: 135

Re: Infinite Resources such as Oil Spots have rather intransparent Map Tooltips

Whenever I go for more Oil, I usually dont think of how much I can get off the Oil Spots, because in the end it is always the same 2 Oil per second (yes they can spawn with lower but when does that ever happen apart from starting areas). It's the other way round: 2/s is the minimum, not the maximum...
by Khagan
Mon Feb 17, 2020 3:43 am
Forum: Balancing
Topic: More powerfull lights, better light profiles
Replies: 5
Views: 468

Re: More powerfull lights, better light profiles

In my games I basically never build lights Me neither; do without until you get night-vision, problem solved. Until that point, what actually irritates me most is that the headlights of the car and tank are noticeably less powerful than the miner's lamp on the players helmet. Sometimes I'm reduced ...
by Khagan
Sat Feb 08, 2020 2:17 am
Forum: Show your Creations
Topic: Sparse belts
Replies: 0
Views: 179

Sparse belts

There is a simple circuit trick that can be played with belts and that I have found useful for a number of different jobs. I've not noticed it discussed anywhere here (but doubtless will now be pointed to a large number of previous posts). I call it a 'sparse belt'. It's just a line of several belts...
by Khagan
Mon Jan 06, 2020 2:24 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 199
Views: 18806

Re: Friday Facts #320 - Color correction

Why become bluer at night when things get redder as the sun goes down? Direct sunlight gets redder as the sun is going down; but once the sun has gone down, the remaining twilight illumination is via the sky, and is, yes, blue. Later again, there's just starlight (and moonlight, if Nauvis has a moo...
by Khagan
Fri Jan 03, 2020 11:54 pm
Forum: Duplicates
Topic: [0.17.79] Colliding cliff not marked for removal
Replies: 0
Views: 61

[0.17.79] Colliding cliff not marked for removal

In the attached save, the hovering conbot can't place the rail, since the cliff immediately to the left is blocking it. But the cliff didn't get marked for removal when placing the track ghost (and still doesn't if I repeat the ghost placement). This seems to be exactly the opposite problem from top...
by Khagan
Thu Jan 02, 2020 11:41 pm
Forum: General discussion
Topic: Military and Chemical Science
Replies: 6
Views: 906

Re: Military and Chemical Science

I'm just wondering why the chemical science is listed first in the crafting menu, but military science is listed first when doing the research queues. All the other science packs seem to be listed in the same order across the board. It's a historical artefact. Until quite recently, red, green and b...
by Khagan
Sat Nov 23, 2019 12:37 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Compact 200 spm (0.17)
Replies: 5
Views: 1048

Re: Compact 200 spm (0.17)

Did I miss energy production? People often say, 100spm but how much power it consumes? As I said, it consumes a shade under 1.2 GW of power which is produced by this: reactor16.png (Blueprint: reactor16.txt ) I notice based on the screenshot the speed modules seem to be tier 1. Is that just a pecul...
by Khagan
Tue Nov 12, 2019 1:08 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Compact 200 spm (0.17)
Replies: 5
Views: 1048

Compact 200 spm (0.17)

I think of this as my 'intermediate' or '2nd generation' science factory, with 200 spm (i.e. 1 rocket every 5 minutes) being a natural halfway step between a 30 to 45 spm bootstrap factory and a full-blown 1000+ spm megabase. It all fits in 5 chunks square, including smelters and refinery. Iron ore,...
by Khagan
Thu Oct 17, 2019 8:32 pm
Forum: Assigned
Topic: [posila] [0.17.69] Repeated update announcements on startup
Replies: 18
Views: 1038

Re: [Wheybags] [0.17.69] Repeated update announcements on startup

I assumed you both posted the one from %APPDATA%\Factorio, not the one from Steam's local Cloud cache. Bullseye! I hadn't realised there were two versions (how does Factorio itself choose which to use?). The current player-data file in my Steam cache is correct, but a backup from just before the 0....
by Khagan
Thu Oct 17, 2019 8:46 am
Forum: Assigned
Topic: [posila] [0.17.69] Repeated update announcements on startup
Replies: 18
Views: 1038

Re: [Wheybags] [0.17.69] Repeated update announcements on startup

Open folder where you Steam client installed (e.g C:\Program Files (x86)\Steam), open userdata subfolder and search for player-data.json in it (it should be in userdata\########\427520\remote\player-data.json) and see what version is saved in that. Both Allaizn and I posted our player-data.json fil...
by Khagan
Wed Oct 16, 2019 9:03 pm
Forum: Assigned
Topic: [posila] [0.17.69] Repeated update announcements on startup
Replies: 18
Views: 1038

Re: [Wheybags] [0.17.69] Repeated update announcements on startup

This has gone away for me (at least for now).

The upgrade to 0.17.71 seems to have been correctly registered in the required place, wherever that is (evidently not player-data.json), and Factorio no longer thinks that the last time I played it was still 0.17.60.
by Khagan
Tue Oct 15, 2019 8:46 pm
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 4944

Re: Niggles and nitpicking - player preferences

Note that for the same job an assember3 will give off less pollution than an assembler1, even granted it uses more kW per minute, it will operate less than half the time... ... and on top of that, you can put in a couple of efficiency-1 modules. Similarly a Fast inserter only uses 20% more power th...
by Khagan
Wed Oct 02, 2019 8:08 am
Forum: Assigned
Topic: [posila] [0.17.69] Repeated update announcements on startup
Replies: 18
Views: 1038

Re: [Wheybags] [0.17.69] Repeated update announcements on startup

eradicator wrote:
Tue Oct 01, 2019 8:47 pm
Do you use the [Exit] button in the main menu or Alt+F4 to close the game when you're done playing?
Usually the button, since I would normally quit immediately after saving, and so already be in the menu; I might use Command-Q if I were in a hurry.
by Khagan
Tue Oct 01, 2019 8:43 pm
Forum: Assigned
Topic: [posila] [0.17.69] Repeated update announcements on startup
Replies: 18
Views: 1038

Re: [Wheybags] [0.17.69] Repeated update announcements on startup

Same happens to me when new release happens and then i am trying to crash factorio. If it crashes, next time running factorio will again show me changelog. Maybe related? No, this doesn't have anything to do with crashes. I can't remember the last time Factorio crashed for me. Could you post your p...
by Khagan
Tue Oct 01, 2019 3:53 am
Forum: Assigned
Topic: [posila] [0.17.69] Repeated update announcements on startup
Replies: 18
Views: 1038

[posila] [0.17.69] Repeated update announcements on startup

I've just returned to playing Factorio after a couple of months gap. Naturally, the first time I started the game after the gap I was informed about a whole bunch of updates (from 0.17.61 to 0.17.69); I clicked 'Confirm' to acknowledge them. That should have been a 'one-off', but now whenever I star...
by Khagan
Mon Apr 01, 2019 10:01 pm
Forum: General discussion
Topic: .17 impression so far
Replies: 5
Views: 714

Re: .17 impression so far

- Different default order for temp stops. [...] - Shift-click blueprint should landfill if needed just as it removes cliffs - A way to place a blueprint *without* deleting cliffs (and landfill, if suggestion above implemented) would be great for placing defensive structures while using natural feat...
by Khagan
Sun Mar 31, 2019 7:12 pm
Forum: Not a bug
Topic: [0.17.23] Splitter bug?
Replies: 7
Views: 775

Re: [0.17.23] Splitter bug?

It seems to depend on the precise relative timing of the two streams of items; in a quick test I got a complete exchange instead. splitter.png I suspect that you can't straightforwardly get the output you expect and simultaneously preserve full compression of the belt (unless the two inputs happen t...
by Khagan
Mon Mar 25, 2019 10:03 pm
Forum: Gameplay Help
Topic: Network Help
Replies: 3
Views: 295

Re: Network Help

As a general rule of thumb, the circuit network interacts with distribution and storage rather than with production. You can't use it directly to control the operation of mines, smelters or assemblers. The usual way of turning these off is simply by allowing their output to back up. Expect to have m...

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