Search found 665 matches
- Mon Dec 28, 2020 6:22 am
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 38948
Re: Hotkey to replace existing structures with blueprint
Oh yeah, doing rocket rush now. This is actually almost(*) necessary, as you have to evolve the layout over time with successive blueprints and fiddling with manual changes is something you want to avoid for the sake of time. eg: adding a splitter to branch off coal (or whatever). You can't really p...
- Mon Dec 28, 2020 3:39 am
- Forum: Gameplay Help
- Topic: I admit defeat.
- Replies: 18
- Views: 3904
Re: I admit defeat.
Thanks Zavian, nice catch. I verified on my other blinking signals. I submitted a feature suggestion.
viewtopic.php?f=6&t=93648&p=529257#p529257
viewtopic.php?f=6&t=93648&p=529257#p529257
- Mon Dec 28, 2020 3:38 am
- Forum: Ideas and Suggestions
- Topic: Auto rotate signals even when placed as ghosts
- Replies: 20
- Views: 3873
Auto rotate signals even when placed as ghosts
If you place a signal via robot that you've copied from another place (a common task when shuffling around signals, I use copy otherwise I have to use shift in map mode when placing stuff), the signal doesn't get auto rotated. I didn't notice this, and it was really driving me crazy as I could not f...
- Mon Dec 28, 2020 3:30 am
- Forum: Gameplay Help
- Topic: I admit defeat.
- Replies: 18
- Views: 3904
Re: I admit defeat.
Yeah, that's the issue. Copied ghosts (which I was doing, via cut/paste) don't auto rotate when placed.
Probably a 'feature' but a usability issue if you ask me.
- Mon Dec 28, 2020 3:12 am
- Forum: Gameplay Help
- Topic: I admit defeat.
- Replies: 18
- Views: 3904
Re: I admit defeat.
Posted above, in case my edit didn't notify you.
Hmmm, let me try placing them manually rather than with bots.
D'oh! That was it. Freaking bots. Bug is a huge pain though, map is way too big to place signals manually.
Hmmm, let me try placing them manually rather than with bots.
D'oh! That was it. Freaking bots. Bug is a huge pain though, map is way too big to place signals manually.
- Mon Dec 28, 2020 3:03 am
- Forum: Gameplay Help
- Topic: I admit defeat.
- Replies: 18
- Views: 3904
Re: I admit defeat.
Hmmm, yeah, I'm starting to think this might be a bug. Just trying now in editor, it seems to work fairly flawlessly. Wheras in my world (started in 1.0.0), the lights are constantly blinking in very bizarre circumstances. Like, for example, placing two signals on the same length of track, with no j...
- Mon Dec 28, 2020 2:25 am
- Forum: Gameplay Help
- Topic: I admit defeat.
- Replies: 18
- Views: 3904
Re: I admit defeat.
Yah, so, not sure about the rules of thumb that I've read. Many different scenarios in terms of rail arrangements there and ways to optimize throughput. That's a very long and involved conversation, most of the opinions being somewhat subjective IMHO. Signal placement has been elevated to an art for...
- Sun Dec 27, 2020 10:27 pm
- Forum: Gameplay Help
- Topic: I admit defeat.
- Replies: 18
- Views: 3904
Re: I admit defeat.
Yah, I've built a few 100 junctions.
I was wondering if there were any precise rules.
None of the wikis mention any. I've looked at a lot!
I was wondering if there were any precise rules.
None of the wikis mention any. I've looked at a lot!
- Sun Dec 27, 2020 9:36 pm
- Forum: General discussion
- Topic: Factorio is two games: pre and post robots.
- Replies: 55
- Views: 16676
Re: Factorio is two games: pre and post robots.
As far as I understand, the prime reason that throws you off of testing your theories yourself is that you simply lack the finger skill required to keep up with your thoughts. The suggestion was to slow the game down using /c game.speed = X which is I think the best way to do it. Scripting isn't re...
- Sun Dec 27, 2020 9:24 pm
- Forum: Gameplay Help
- Topic: I admit defeat.
- Replies: 18
- Views: 3904
I admit defeat.
Is there a comprehensive guide anywhere regarding all the rules / scenarios of which you can place either train signal so that it will successfully divide a block? I have some general rules I've built up in my head, but there always seems to be some exception to those rules that I don't quite unders...
- Wed Dec 23, 2020 11:17 pm
- Forum: Off topic
- Topic: ""Factorio 2""
- Replies: 77
- Views: 32082
Re: ""Factorio 2""
Well, I was sort of thinking that a single 3d vertical building could be turned into a 'meta assembler'. In that way, you maintain your 2d over view. The 3d part just lets you invent interesting assemblers. There's some interesting opportunities for scale here as well. At some point after it's prove...
- Wed Dec 23, 2020 11:03 pm
- Forum: Modding discussion
- Topic: genetic alg for building optimization
- Replies: 1
- Views: 996
Re: genetic alg for building optimization
I finished the first version, fairly different from the above. I'll post to github soon as well as initial results. GA is a lot of fun, thinking through some of the hinting heuristics and evolutionary concepts is pleasant. Not entirely sure if my crossover alg is best, but seems to be finding optima...
- Wed Dec 23, 2020 8:04 pm
- Forum: Off topic
- Topic: ""Factorio 2""
- Replies: 77
- Views: 32082
Re: ""Factorio 2""
Building in 3 dimensions would be very cool Playing "Factory Town" convinced me (by being a confusing multi-layered counter-example) that single-layer building with a top-down perspective is a requirement for any good management game, not a limitation. With several layers above each other...
- Wed Dec 23, 2020 12:17 am
- Forum: Won't fix.
- Topic: [1.1.6] Ghost power poles still prevent connection of new powerline
- Replies: 8
- Views: 2876
Re: [1.1.6] Ghost power poles still prevent connection of new powerline
This 'feature' makes using BPs without bots tough to use unless you remove all the power poles (which I do)
- Tue Dec 22, 2020 8:03 pm
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 19813
Re: your thoughts on menu simulation
Yeh, you can save game plays. I dunno how they implemented it, but hopefully in a way it won't be a stretch to easily submit and share.
It'd be a great way to discover new perspectives on how to play the game in interesting, compelling ways.
It'd be a great way to discover new perspectives on how to play the game in interesting, compelling ways.
- Tue Dec 22, 2020 7:53 pm
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 19813
Re: your thoughts on menu simulation
Love it. Very inspiring for a new player. Sounds freak me out sometimes, though. But that's cool.
I watched them all. Just want more. It'd be really great if the community could share sequences.
I watched them all. Just want more. It'd be really great if the community could share sequences.
- Tue Dec 22, 2020 7:40 pm
- Forum: Off topic
- Topic: ""Factorio 2""
- Replies: 77
- Views: 32082
Re: ""Factorio 2""
Building in 3 dimensions would be very cool, if that is what is meant by 3d. I think that might be a bit overwhelming for some, however. But 3d graphics and animations for the sake of replacing our imagination seems like a rather large and unfortunate waste of game development budget. That sort of s...
- Tue Dec 22, 2020 6:54 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 10903
Re: Come up with new infinite research
In my opinion this is very good change for all building games. Factorio, IMHO, is best when it's about complex, emergent problems that require creative and innovative solutions that have diversity in the components and how they collaborate. When elegant /symmetrical approaches work particularly wel...
- Mon Dec 21, 2020 2:35 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 9908
Re: Remote Controlled Circuit Switch
Ok now I understand - my play style is more ... square-ish, so I need only to defend my outer walls. Yeah, I did something similar for awhile, but after my artillery had enough range, putting them on islands sort of made biters redundant. Walls / turrets, etc, no need. :). My landmine production is...
- Mon Dec 21, 2020 2:29 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 10903
Re: Come up with new infinite research
WMD / Defense: I spend zero time on defense. I have no walls / turrets / lasers. Artillery + logistics on islands is OP. I have a few landmines here and there for stragglers. Really, unless they add amphibians, biters become a non issue at a certain point. https://forums.factorio.com/viewtopic.php?f...