Search found 70 matches
- Sat Jun 08, 2024 2:05 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 59419
Re: Friday Facts #414 - Spoils of Agriculture
I have like most of what we have seen, but this is the first I'm on the fence about. I like the IDEA of it, but when you get a world large enough it can take minutes to go from outpost to processing. The trees SEEM to regrow, but there is nothing else in the game that does sees like a really odd mec...
- Fri Nov 27, 2020 2:35 am
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 4061
Re: [1.1.1] Limited Stations cause Train pathing issues.
Wire the circuit network to the train station instead of the signal, and have the train departure condition based on that signal. They won't reserve the next station until the departure condition is met. I can confirm that this did not fix anything as the issue is that stuff is going to the wrong s...
- Thu Nov 26, 2020 8:31 pm
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 4061
Re: [1.1.1] Limited Stations cause Train pathing issues.
Wire the circuit network to the train station instead of the signal, and have the train departure condition based on that signal. They won't reserve the next station until the departure condition is met. I have a signal just after the yard stations that serves the purpose before, I had the issue wh...
- Thu Nov 26, 2020 8:08 pm
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 4061
Re: [1.1.1] Limited Stations cause Train pathing issues.
I can't see described anything actionable, I am moving this to gameplay help The only way I know to explain this; All logic is perceived. White is currently Train logic, Green is the change added by setting a limit in the station. Red is the part I perceive to be a bug/missing. 1.) Train finds the ...
- Thu Nov 26, 2020 7:24 pm
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 4061
Re: [1.1.1] Limited Stations cause Train pathing issues.
If you have different trains for different resources all scheduled to deliver at the same train station, and are using circuits to control signals to prevent the trains for unneeded resources from reaching the destination, then you probably wont be able to use the train limit effectively, since a t...
- Thu Nov 26, 2020 4:09 am
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 4061
[1.1.1] Limited Stations cause Train pathing issues.
Setup: A rail network split off with 2 stations that have 4 rail lanes associated with them. Each station allows access to it via a set of logi gates at the intersection that is closed unless there is a need for the material in at that build Station 1 is for green chips and is only connected to lane...
- Fri Jun 12, 2020 1:16 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 83097
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I agree and I've been saying this for years, a Beacon is a really wtf name. But indeed, it's too late to change that now. No it's not. The game has not even been released. If you can't tell I find it stupid and would welcome the change. Love the pipe update I love the new design, but something in t...
- Fri May 22, 2020 11:41 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 60568
Re: Friday Facts #348 - The final GUI update
On review, to me alot of the menu sounds sound like they are from Daggerfall. May be it's just me, but... *shrug* (Might also be dating myself with that reference) I like most of the icons, until I get to the in-grid equipment battery. Something seems really off about it almost like it's two differe...
- Fri Oct 11, 2019 9:00 pm
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 33943
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Looks like I'm going to have to build tighter defenses.
- Sat Jul 20, 2019 2:42 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 242795
Re: Friday Facts #304 - Small bugs; Big changes
I like the laserbeam glow, inserter fix, Rail Planner changes and even the Server stuff. I DO NOT like the oil changes, not even a little. First It dumbs down the game, you already have a mega-baser in this thread who said he's not going to use Advanced oil processing after this change under the gui...
- Fri Apr 05, 2019 9:06 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 64992
Re: Friday Facts #289 - Character GUI
*sees FFF* This will be released tomorrow? Yes? Seriously though, I love this and there are very few things I would suggest (All having to do with Logistics request/trash): It looks as thought the request/trash slot will two separate number, I like this, but instead of the normal white color for the...
- Fri Mar 29, 2019 8:28 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 30788
Re: Friday Facts #288 - New remnants, More bugs
What do I think?
I think you guys need a beer. If that's not your thing. a box of cookies then.
Trying to talk the wife into letting me deliver these things in person, but she keeps complaining about stuff like costs and work and whatnot.
I think you guys need a beer. If that's not your thing. a box of cookies then.
Trying to talk the wife into letting me deliver these things in person, but she keeps complaining about stuff like costs and work and whatnot.
- Fri Mar 08, 2019 5:45 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 32678
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
The Firefox extension that prevents me from getting sucked into looking at Facebook helps. Hahah I have a modified DNS entry in my house firewall that prevents me from opening Facebook, Reddit and from connecting to Steam during work hours. It doesn't work on Factorio.com ... might need to add that...
- Fri Mar 01, 2019 10:16 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73834
Re: Friday Facts #284 - 0.17 experimental
I would like to mention that it is VERY hard for new players.
Had my wife try it and she not only cussed me out during the last research, she threw something at me when she died.. and again.. and again.
I made her quit after the third try.
She cussed me out as she closed the game.
Had my wife try it and she not only cussed me out during the last research, she threw something at me when she died.. and again.. and again.
I made her quit after the third try.
She cussed me out as she closed the game.
- Wed Feb 27, 2019 4:52 am
- Forum: Not a bug
- Topic: [0.17.0] Unwinnable situation in tutorial
- Replies: 12
- Views: 4533
Re: [0.17.0] Unwinnable situation in tutorial
That early you can just restart, that's more of a user error than anything else.
I do thing that a notification should come up the first time you shift-click or CTRL-click a recipe in the menu explaining how to clear the crafting queue and just leave it to the player at that point.
I do thing that a notification should come up the first time you shift-click or CTRL-click a recipe in the menu explaining how to clear the crafting queue and just leave it to the player at that point.
- Wed Feb 27, 2019 4:47 am
- Forum: Duplicates
- Topic: [0.17.1] Crash after continuing Introduction campaign after completion.
- Replies: 1
- Views: 903
[0.17.1] Crash after continuing Introduction campaign after completion.
I played the introduction and slogged through the biters (will be another report) and received the "you win screen" I clicked continue to close the first screen, and continue again to play further on the map and to get revenge on the annoyance that are the biters. After the results screen ...
- Wed Feb 27, 2019 4:26 am
- Forum: Not a bug
- Topic: Possible Error in Starting Area
- Replies: 2
- Views: 1189
Re: Possible Error in Starting Area
There's always been a chance of Uranium or oil to spawn in the starting area. It's happened to me a few times in 0.16, Imagine that Oils is in the starting are intentionally atm.
- Fri Jan 11, 2019 8:12 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 47718
Re: Friday Facts #277 - GUI progress update
If you have to re render the icons at a higher resolution, do it in way higher resolutions too. 128*128, 256*256. 4K is mainstream nowadays. If you go and check. Steam stats, you'll find that you are wrong by a long shot. It still 1080p gaming for the most part, with 1440 closing the gap. 4k shows,...
- Fri Jan 04, 2019 7:47 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 71331
Re: Friday Facts #276 - Belt item spacing & Script rendering
Woot love the belt changes. Most of my belt builds are insulated in the fact that they are not designed for late game. My belt based-beaconed smelters on the other hand... They get re-designed. For that I am glad. (no sarcasm) That's the whole point of this game. I also wonder what will come out of ...
- Sat Sep 08, 2018 2:46 am
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 46151
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
*Looks at the new worm"
KILL IT!!!!! KILL IT WITH FIRE!!!!!!!
As for the keyboard stuff, it all sounds cool.
KILL IT!!!!! KILL IT WITH FIRE!!!!!!!
As for the keyboard stuff, it all sounds cool.