Search found 1284 matches
- Wed Feb 19, 2014 11:49 pm
- Forum: Releases
- Topic: Version 0.9.0
- Replies: 62
- Views: 39954
Re: Version 0.9.0
So.. pipes have windows, but they work only in alt mode? Do iron covers slide over the windows while in non-alt mode, or the pipes just look dry? some pipe tiles have windows, which are always open and show the motion/color(/level?) of the liquid. other pipe tiles don't have windows, and show a flu...
- Wed Feb 19, 2014 11:47 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.9.0 experimental release burner inserter
- Replies: 6
- Views: 1461
Re: 0.9.0 experimental release burner inserter
Have you played the supply challenge? I use burner inserters for about the first 10-20 minutes there.BurnHard wrote:Who uses burner inserters at all?
- Wed Feb 19, 2014 4:35 pm
- Forum: Archive
- Topic: [outdated] Production tree
- Replies: 12
- Views: 29955
Re: Production tree
I never realized wood only has 4 uses (plus fuel). Ditto. Also, I did not expect to need coal in my production lines until I got to the point of making plastic. I'd have loved to have known about that in advance while planning my primary resource conveyor system. You know that: https://forums.facto...
- Wed Feb 19, 2014 2:36 pm
- Forum: Implemented Suggestions
- Topic: Hotkey bar being actual inventory slots is weird
- Replies: 7
- Views: 2290
Hotkey bar being actual inventory slots is weird
Coming from games like Minecraft, I am very uncomfortable with the control paradigm presented in Factorio, where the hotkey bar contains 10 extra inventory slots, instead of just being pointers to items in my inventory. I would love a mode where the hotkey filter system automatically applies to anyt...
- Wed Feb 19, 2014 5:25 am
- Forum: General discussion
- Topic: Too much fuel.
- Replies: 16
- Views: 7271
Re: Too much fuel.
Are you using basic or advanced oil processing? Advanced increases the gas to oil production ratio by 50%.
- Wed Feb 19, 2014 5:20 am
- Forum: Archive
- Topic: [outdated] Production tree
- Replies: 12
- Views: 29955
[outdated] Production tree
So, I've written a small lua program that takes all the recipe files and builds a production tree out of them (and gets item names from the locale files).
I'm still trying to get graphviz to render it nicely, but it's at least readable now.
http://i.imgur.com/1IPqTCl.png
I'm still trying to get graphviz to render it nicely, but it's at least readable now.
http://i.imgur.com/1IPqTCl.png
- Wed Feb 19, 2014 1:22 am
- Forum: General discussion
- Topic: Feedback 0.9
- Replies: 58
- Views: 16478
Re: Feedback 0.9
Does the oil industry make the game more interesting / fun or do you think it is actually change for the worse? Blue science and robots are more annoying to get to now, but overall I think it's a great change. An intermediate science level between green and blue would resolve this. Do you think the...
- Wed Feb 19, 2014 1:15 am
- Forum: Ideas and Suggestions
- Topic: Recycling plant
- Replies: 2
- Views: 1700
Recycling plant
I would love to see a "factory" that takes [almost] anything as input and spits out some (maybe random, maybe deterministic) fraction of the resources used to make it.
- Wed Feb 19, 2014 1:13 am
- Forum: Ideas and Suggestions
- Topic: bind hotkeys to arbitrary console commands
- Replies: 0
- Views: 2368
bind hotkeys to arbitrary console commands
Among other things, I want to make hotkeys for game.speed=game.speed*2 and /2
- Tue Feb 18, 2014 5:12 pm
- Forum: Implemented Suggestions
- Topic: lay repeating underground pipes like power lines
- Replies: 49
- Views: 35687
Re: lay repeating underground pipes like power lines
This would also be nice for miners, repeating so that their mining areas do not overlap.
Also, for the specific case of pipes, it would be nice to have an option or modifier to place a solid pipe between each pair of pipe to ground, for forking and liquid identification.
Also, for the specific case of pipes, it would be nice to have an option or modifier to place a solid pipe between each pair of pipe to ground, for forking and liquid identification.
- Tue Feb 18, 2014 5:09 pm
- Forum: Implemented Suggestions
- Topic: zero-cost "planning" placement
- Replies: 8
- Views: 3221
zero-cost "planning" placement
Prison Architect has a researchable mode where you can lay down a few types of "plans" indicating where you want to build buildings in the future. That would be very handy in Factorio where I often want to lay out a large area for future pipe/conveyor usage, and want to keep track of that ...
- Tue Feb 18, 2014 4:12 am
- Forum: Not a bug
- Topic: [0.8.8] mining output on conveyor T leads to traffic jam
- Replies: 5
- Views: 4850
Re: [0.8.8] mining output on conveyor T leads to traffic jam
I'm not bothered by the existence of a third lane.
Should the third item jam the conveyor? If so, why does it only ever jam on the left side? (I suspect emergent behavior due to alignment/rounding)
Should the third item jam the conveyor? If so, why does it only ever jam on the left side? (I suspect emergent behavior due to alignment/rounding)
- Tue Feb 18, 2014 4:08 am
- Forum: Implemented Suggestions
- Topic: liquid type icon on pipe-to-ground
- Replies: 7
- Views: 2765
liquid type icon on pipe-to-ground
currently the liquid type is only visible as a color through windows on straight pipes, and every 2-3 pipes with an icon in additional info mode. this means adjacent pipe-to-ground tiles don't have any indication of what liquid they carry without having to hover over them. adding the icon to one of ...
- Tue Feb 18, 2014 4:04 am
- Forum: Implemented Suggestions
- Topic: lay repeating underground pipes like power lines
- Replies: 49
- Views: 35687
lay repeating underground pipes like power lines
You can drag-and-run to lay down properly spaced power poles. I would love to see a feature similar to this for pipe-to-ground connectors. You would click to lay the first segment (into the ground) normally, but keep the button depressed while you move in a straight line. Then, instead of the placem...
- Mon Feb 17, 2014 11:07 pm
- Forum: Show your Creations
- Topic: Another tiny science pack 2 assembly line
- Replies: 6
- Views: 10625
Re: Another tiny science pack 2 assembly line
Really very cool. Extremely condensed but clear... I must disappoint you: in v0.9 green science pack is built out of basic belt and basic inserter. Very different setup... You need one factory more. From playing along I can say, that even with more than 5 in the beginning and 10 labs later, a setup...
- Mon Feb 17, 2014 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.8] inserter can't grab still item from underground belt
- Replies: 3
- Views: 1210
[0.8.8] inserter can't grab still item from underground belt
In the attached screenshot the inserter wants to grab a coal from the exit tile of the underground belt. This setup *usually* works. It works with a long handed inserter in the same position. It works on the entrance tile of the underground belt. It works as pictured when the items on the belt are m...
- Mon Feb 17, 2014 10:43 pm
- Forum: Not a bug
- Topic: [0.8.8] mining output on conveyor T leads to traffic jam
- Replies: 5
- Views: 4850
[0.8.8] mining output on conveyor T leads to traffic jam
In the attached screenshot I have conveyors in a T junction, combing east+west into northbound traffic. A mine is injecting ore from the south side of the T. When ore from the west (and only the west) hits the T at exactly the same time as the ore from the south, there is a jam. You can see an examp...
- Mon Feb 17, 2014 9:31 pm
- Forum: Show your Creations
- Topic: Another tiny science pack 2 assembly line
- Replies: 6
- Views: 10625
Another tiny science pack 2 assembly line
Inspired by another thread, here's my attempt to squeeze some green packs out of a small footprint. I avoided using much high technology mostly because I don't have it all researched yet in my game 

- Mon Feb 17, 2014 8:38 pm
- Forum: Not a bug
- Topic: [0.8.8] arrow sprites are clipped at tile boundaries
- Replies: 2
- Views: 2708
- Mon Feb 17, 2014 8:10 pm
- Forum: Not a bug
- Topic: [0.8.8] arrow sprites are clipped at tile boundaries
- Replies: 2
- Views: 2708
[0.8.8] arrow sprites are clipped at tile boundaries
I've modified core/graphics/arrows/*indication*.png and find that in-game they are clipped to game tile boundaries, even though the bounding box of the sprite is placed so as to overlap multiple tiles.