Search found 455 matches
- Sun Aug 21, 2016 3:31 am
- Forum: General discussion
- Topic: Production rate calculations..
- Replies: 7
- Views: 2806
Re: Production rate calculations..
It is all express belts and fast inserters. And I have literally 10 times the power I need -- I went a little crazy with my solar. The materials to assemblers do not run down, every assembler has plenty of materials. But here is a screenshot. research area.jpg The 60 labs are just to the north...
- Sun Aug 21, 2016 3:19 am
- Forum: General discussion
- Topic: Production rate calculations..
- Replies: 7
- Views: 2806
Production rate calculations..
I recently added the "Late Upgrades" mod to get some demand going on my factory. So, I build a new research area, in which I built, among other things, 60 Labs and 10 Level Assembly Machine 3s making Science Pack 1s. So, ignoring the crafting bonus for the level 3 assembly machine, that sh...
- Sat Jul 09, 2016 3:42 pm
- Forum: General discussion
- Topic: So, Trains, Signals, Stations, Request :)
- Replies: 1
- Views: 896
Re: So, Trains, Signals, Stations, Request :)
It's not really necessary when you consider the spacing is normalized now. As long as you can see the position of the first cargo wagon. It is always 6 loading spaces, 1 unused space, 6 loading spaces... now, if you have a 5-10 or something... yeah, longer indications would be needed.
- Thu Jul 07, 2016 12:01 pm
- Forum: General discussion
- Topic: How to organize Factorio saves
- Replies: 8
- Views: 3820
Re: How to organize Factorio saves
Ha! I thought/wondered about this, but never considered just doing it. Well done!
- Wed Jul 06, 2016 5:01 am
- Forum: General discussion
- Topic: Is this a terror game?
- Replies: 14
- Views: 5462
Re: Is this a terror game?
The game is kinda dark and scary, yes. Similar to Minecraft actually, I've always found it weird how many kids love that game, I think you'll find a very large majority of kids play Minecraft in creative mode. Infinite blocks, no mobs. As opposed to survival mode, which can be "scary". Th...
- Wed Jul 06, 2016 3:17 am
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 11217
Re: Chaining wires for 0.13
Inquiring minds want to know -- what are you doing when you do this?Moosfet wrote:Seriously, I thought it was a new feature, or at least a resolution of an old annoyance, as I always do star topology connecting every item to a pole rather than to each other.
- Tue Jul 05, 2016 8:46 pm
- Forum: Releases
- Topic: Version 0.13.5
- Replies: 41
- Views: 24976
Re: Version 0.13.5
New fixes are always good. :) I also think the map generation is broken, but I can't tell if that is just imagination or a real problem. I always had the problem that I had to generate dozens of maps until I find one I like. :D The image posted at the beginning of this topic: https://forums.factori...
- Tue Jul 05, 2016 12:16 pm
- Forum: Implemented Suggestions
- Topic: Blueprint book
- Replies: 8
- Views: 4524
- Mon Jul 04, 2016 2:43 am
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 11217
Re: Chaining wires for 0.13
Has it been reported as a bug?
- Mon Jul 04, 2016 2:30 am
- Forum: General discussion
- Topic: Missing item in 0.13 changelog
- Replies: 10
- Views: 4089
Re: Missing item in 0.13 changelog
I have them pushed WELL beyond where my pollution is -- and I have actually walled my entire area. The circles extend well over the walls. However, past that my interior is clear. As I said in another topic, I consider the game to be more about logistics than alien fighting. This change pushes alien...
- Fri Jul 01, 2016 1:10 pm
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 17657
Re: Thoughts on 0.13 Terrain Generation
Wow, that clearly demonstrates the new vs. old generation. I'd like to hear the devs explain the clear loss of "biomes". Was that intentional? An unintended consequence which will be addressed?
- Thu Jun 30, 2016 2:50 pm
- Forum: General discussion
- Topic: Music on menu?
- Replies: 1
- Views: 679
Music on menu?
So, am I totally confused or did the music used to not play while on the menu? Assuming I'm not confused, FWIW -- I preferred it that way.
- Thu Jun 30, 2016 1:05 pm
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 12954
Re: [0.13.0] Spawners spawn far too close
Personally I feel the game is more about logistics than alien fighting. This change pushes alien fighting more to the forefront. If this were a democracy I'd vote for it changing back to the way it was. This is not a democracy.
- Wed Jun 29, 2016 4:48 pm
- Forum: General discussion
- Topic: Smart Loader
- Replies: 9
- Views: 5222
Re: Smart Loader
D'OH! The wiring behavior changed. I can't grab a wire and go from chest to chest to chest as before. Have to wire the 1st to the 2nd, then deselect the wire, then wire the 2nd to the 3rd and so forth...
- Wed Jun 29, 2016 4:22 pm
- Forum: General discussion
- Topic: Smart Loader
- Replies: 9
- Views: 5222
Re: Smart Loader
And you have that working as before? Hmmm... I tried wiring up some of the steel chests and it didn't go well -- wonder what I was doing wrong. Okay, guess I'll mess with it some more...
- Wed Jun 29, 2016 2:31 pm
- Forum: General discussion
- Topic: Smart Loader
- Replies: 9
- Views: 5222
Smart Loader
I don't suppose someone has a 0.13 fix / rebuild of Madzuri's smart train loader? You know the one which evenly loaded the waiting chests using an Arithmetic combinator... all my ore outpost loading is busted. 
- Wed Jun 29, 2016 1:59 pm
- Forum: Releases
- Topic: Version 0.13.1
- Replies: 42
- Views: 33590
Re: Version 0.13.1
Train station placement can still be weird. I built a loading/unloading testing configuration. All I did was build a rail oval with unloading on one side and loading on the other like this: load-unload test.jpg Using a LLCCCC train I can place a station on the upper track such that the cargo wagons ...
- Tue Jun 28, 2016 6:40 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 177242
Re: Version 0.13.0
I've considered achievements a bane on gaming since they got invented. They are especially wonky for a game like Factorio. But, whatca gonna do? The masses have spoken...
- Tue Jun 28, 2016 3:20 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 177242
Re: Version 0.13.0
Also is it possible to fix mods by just changing their required version? Other than that are there any other mod breaking stuff added in 0.13? I have shitton of mods and i dont know if its timeworthy to change them all or just get rid of them. Highly dependent on the mod I would think. Doing that o...
- Mon Jun 27, 2016 10:17 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 177242
Re: Version 0.13.0
* You can't rename stations, as when you click on the box, it closes the dialog box immediately. in order to unlock the flamethrower turrets in an old world you will have to use the console to remove the research for flame-thrower and then re-add the research Don't suppose you know and could share t...