Search found 316 matches
- Sat Feb 11, 2023 7:08 pm
- Forum: Gameplay Help
- Topic: need help with heat pipe layout, pls
- Replies: 6
- Views: 2791
Re: need help with heat pipe layout, pls
In the design pictured, I suspect the heat pipes are simply too long, as they have fairly limited throughput, which you start noticing when you stack up reactor neighbor bonuses. For example, in a 2-wide arbitratily tall (any number N units tall) column of reactors, heat pipes cannot carry heat far ...
- Sun Feb 05, 2023 8:43 pm
- Forum: Gameplay Help
- Topic: Train Limit on Train Station not working
- Replies: 7
- Views: 1600
Re: Train Limit on Train Station not working
Could the train be trying to turn around? I don't know how two-directional trains are allowed to turn, can they drive into a station and reverse out as a way of "turning"? The pathfinder will occasionally do crazy things like route trains through other stations, very rarely (either due to ...
- Sat Feb 04, 2023 9:26 pm
- Forum: General discussion
- Topic: This game is a masterpiece, but I'm honestly really disappointed...
- Replies: 3
- Views: 3274
Re: This game is a masterpiece, but I'm honestly really disappointed...
Tank is the only thing I can drive into combat in high latency multiplayer games. Car is so massively dependent on dodging, which just isn't feasible with high latency, and additionally, it's made far worse if there is any amount of latency fluctuation which is likely in high ping situations.
- Thu Feb 02, 2023 10:13 am
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 41
- Views: 28753
Re: Factorio price increase - 2023/01/26
If they keep the price constant, as they have, then it's only completely logical that it should account for inflation too. The game's been around for a very long time, this kind of small increase is definitely due. N.B.: They did increase the price a few times due to the game becoming complete but t...
- Thu Jan 26, 2023 8:11 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 13052
Re: vanilla death world too hard
I remember my 2nd run ever was a desert deathworld and it wasn't particularly difficult... but I wonder if that was down to different biter pathing in some ways? (They used to derp if large masses of biters aggroed at once due to collision detection making them get stuck on each other.) I do remembe...
- Tue Jan 17, 2023 4:58 am
- Forum: Implemented in 2.0
- Topic: Spidertron blueprint support
- Replies: 2
- Views: 1101
Re: Spidertron blueprint support
I think this would be particularly nice because builder spidertrons aren't very useful, or at least not automatable, if you don't set auto trash for every single item type manually , which takes like 30 minutes to do every time (and copy-pasting it to other spidertrons is kinda clunky too). The issu...
- Tue Jan 17, 2023 4:26 am
- Forum: Technical Help
- Topic: Loading worlds from before 0.18?
- Replies: 10
- Views: 1731
Re: Loading worlds from before 0.18?
I just want to add that if you're even remotely worrying about losing your blueprint library, then now is a perfect time to back it up. If you have a big library, you don't wanna lose it, and sometimes even just loading a mod can break your library (off the top of my head, I know the overhaul mod Nu...
- Mon Jan 16, 2023 9:17 am
- Forum: Ideas and Suggestions
- Topic: Ghost bots
- Replies: 8
- Views: 1701
Re: Ghost bots
As it stands, there is no way to populate roboports using only spidertrons. The train solution does require laying rails to literally everywhere you want to do it which isn't ideal, but it's not awful either. You'll end up having rails to go to new places where you build which is... nothing but a go...
- Tue Jan 10, 2023 6:49 am
- Forum: Technical Help
- Topic: [1.1.63] Low available space in Steam Remote Storage warning
- Replies: 28
- Views: 9049
Re: [1.1.63] Low available space in Steam Remote Storage warning
I would like to add that I've had this issue again myself for the last month or two, out of seemingly nowhere. Not deleted any local saves, if anything, there are now more. As per previously, my actual Factorio cloud storage on Steam is practically non-existent (turned off and its contents cleared a...
- Tue Dec 20, 2022 3:38 pm
- Forum: Gameplay Help
- Topic: i hate water
- Replies: 10
- Views: 2000
Re: i hate water
Pipe throughput is highest just after a pump. Also, parallel pipes offer more throughput than a single one. Therefore, it should stand to reason that splitting the pipe connection after the pump offers higher overall throughput. You can think of it as pressure, which is dependent both on the length ...
- Thu Dec 15, 2022 8:13 pm
- Forum: Not a bug
- Topic: [1.1.74] Active provider chests overfilling logistic chests
- Replies: 2
- Views: 950
Re: [1.1.74] Active provider chests overfilling logistic chests
Bots will always try to empty active providers (purple), even if there is no storage for the items. You should try to set things up such that items are only placed into purple chests if they can definitely be delivered somewhere.
- Sun Nov 27, 2022 7:05 am
- Forum: Implemented in 2.0
- Topic: Personal logistics and autotrash whitelist mode for spidertron
- Replies: 8
- Views: 3397
Re: Personal logistics and autotrash whitelist mode for spidertron
Mod works... for larger modpacks that's practically a required feature.
It does still raise the question why it shouldn't be easier to manage construction bots in spidertrons in vanilla too.
It does still raise the question why it shouldn't be easier to manage construction bots in spidertrons in vanilla too.
- Wed Nov 16, 2022 2:13 am
- Forum: Outdated/Not implemented
- Topic: Make tanks and cars turning controls the same
- Replies: 3
- Views: 1618
Make tanks and cars turning controls the same
TL;DR Turning controls are different for tanks and cars. Make them be the same so muscle memory doesn't suffer. What ? Currently, cars and tanks turn differently when reversing. The proposal is to make them both be the same (favoring the cars functionality I guess?). If you don't follow, do the fol...
- Fri Nov 04, 2022 10:21 pm
- Forum: Ideas and Suggestions
- Topic: Add concrete to Upgrade Planner
- Replies: 34
- Views: 8852
Re: Add concrete to Upgrade Planner
+1 Noticed it wasn't a feature, but it seems like a natural feature to the upgrade planner. Not a huge issue for me personally, but still. (On a side note, I wonder if the reason it's not been implemented just has to do with tiles? Seeing as how tiles tend to be dealt with differently in the planner...
- Sat Oct 29, 2022 12:12 pm
- Forum: Ideas and Suggestions
- Topic: Consumption/Production / Electric Network Info / Power Meter
- Replies: 61
- Views: 25649
Re: Consumption/Production / Electric Network Info / Power Meter
refers to this moved post: viewtopic.php?p=576241#p576241 — ssilk
The merged suggestion seems different from the original intent of the topic, which was the power bars, as opposed to production stats.
The merged suggestion seems different from the original intent of the topic, which was the power bars, as opposed to production stats.
- Wed Oct 26, 2022 4:08 pm
- Forum: Gameplay Help
- Topic: I suddenly got "game over" for no apparent reason
- Replies: 11
- Views: 2622
Re: I suddenly got "game over" for no apparent reason
If you click continue/respawn, you can check the chat log to see what killed you, since it shows up there.
- Wed Oct 26, 2022 4:05 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 151
- Views: 42283
Re: Why are you guys so pressed?
I, for one, have complete trust in Wube's ability to deliver. I'm sure a very large portion of the playerbase feels the same way, but perhaps it isn't quite as big as one might hope.
A delayed game is eventually good, but a rushed game is always bad.
A delayed game is eventually good, but a rushed game is always bad.
- Thu Oct 20, 2022 10:43 pm
- Forum: General discussion
- Topic: Why are containers UPS problems?
- Replies: 7
- Views: 2714
Re: Why are containers UPS problems?
I'm kind of speculating, but it feels like the short answer is "decent idea but not worth the effort (right now)". Like mentioned, not being needed in vanilla makes it a lot less desirable of an idea. I don't think even building a hashtable of any sort would be even remotely trivial. At fi...
- Wed Oct 12, 2022 12:49 pm
- Forum: Gameplay Help
- Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
- Replies: 19
- Views: 4644
Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?
It's not so much that the resources increase, it's more that it's hard to tell exactly how much you can get out of an ore patch in total if you're rapidly researching productivity upgrades. It will eventually run out. The only way to prevent that would be to constantly add new mines which requires m...
- Fri Sep 30, 2022 12:31 pm
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 7561
Re: Pairwise Arithmetic / each op each
This seems very useful. I've wanted to do several of these on more than once occasion but they're such a pain to make on the spot. And like you said, hard to find as well... Big thanks! Well done making them have full throughput, as well as cataloguing their latencies! It is somewhat sad that mere d...