Search found 124 matches
- Thu Jul 07, 2016 2:54 am
- Forum: Duplicates
- Topic: [0.13.6] Stack Inserter Research researchable again
- Replies: 3
- Views: 1055
[0.13.6] Stack Inserter Research researchable again
Started my game in 0.13.0, switched to the experimental branch last night (auto-updates on steam). I have researched all the stack inserter bonuses in this factory, and upon loading my game in 0.13.6, the Stack Inserter technology is again available to research... even though all topics below it are...
- Thu Jul 07, 2016 2:40 am
- Forum: General discussion
- Topic: Achievements not quite working right
- Replies: 30
- Views: 15429
Re: Achievements not quite working right
Achievement text for Solaris mentions three conditions: Steam engines are excluded. 10GJ are produced last_hour_only. Given that the wording is similar to other exclusion achievements, you likely need to make sure there are no steam-engines anywhere. Destroy em all, then play for an hour+ and gener...
- Tue Jul 05, 2016 8:44 pm
- Forum: Releases
- Topic: Version 0.13.5
- Replies: 41
- Views: 28494
Re: Version 0.13.5
Woot! Was just about the report the blueprint/rail bug. Good to know it will be fixed! yay!
- Tue Jul 05, 2016 5:27 pm
- Forum: Pending
- Topic: [0.13.4] Roboport Robots not deconstructing burned trees
- Replies: 4
- Views: 1744
Re: [0.13.4] Roboport Robots not deconstructing burned trees
Ok, I figured it out. After some more solar arrays only being partially constructed, I observed robot behaviour more closely. The trees that block construction are ever-so-slightly out of range of the roboports; their "deconstruction box" (hitbox) is out of the green range of the roboport....
- Tue Jul 05, 2016 7:06 am
- Forum: Pending
- Topic: [0.13.4] Roboport Robots not deconstructing burned trees
- Replies: 4
- Views: 1744
Re: [0.13.4] Roboport Robots not deconstructing burned trees
Since I posted the bug report, I had manually deconstructed the trees, and I cannot reproduce the bug any more, even trying new blueprints over other trees in the same area. I thought the construction robots might have been the cause as well, but I had around 950... 920 of which were available. At t...
- Tue Jul 05, 2016 1:13 am
- Forum: Pending
- Topic: [0.13.4] Roboport Robots not deconstructing burned trees
- Replies: 4
- Views: 1744
[0.13.4] Roboport Robots not deconstructing burned trees
Had a very odd problem today. I queued several solar arrays for construction, and the ones that were overlapping an area where I had burnt trees (with the flamethrower) were not constructed. Screenshots on imgur: http://imgur.com/a/8KDDE Basically, whenever a robot went to deconstruct a tree, (and t...
- Sun Jul 03, 2016 12:14 am
- Forum: General discussion
- Topic: Achievements not quite working right
- Replies: 30
- Views: 15429
Re: Achievements not quite working right
You are right - steam not syncing the achievements. - solaris achievement is not triggering ... 7.8k solar panels Technically you need 240k+ solar panels and 200k accumulators to generate 10GW, and enough consumption (ideally radars or beacons) to keep production that high. However, the achievement...
- Sat Jul 02, 2016 4:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13] [kovarex] Game completion achievements do not register at Steam sometimes
- Replies: 17
- Views: 10662
Re: Game completion achievements do not register @Steam
Happened to me as well, achieved at the same time:
1. Steam all the way
2. Raining Bullets
3. Logistic network embargo
4. Smoke me a Kipper
"Smoke me a Kipper" was the only one that didn't register on Steam.
1. Steam all the way
2. Raining Bullets
3. Logistic network embargo
4. Smoke me a Kipper
"Smoke me a Kipper" was the only one that didn't register on Steam.
- Tue Jun 28, 2016 1:53 pm
- Forum: Not a bug
- Topic: [0.13.0] Alarms sound long after biter attacks
- Replies: 6
- Views: 3102
Re: [0.13.0] Alarms sound long after biter attacks
I didn't read the full list of changes -- wanted to discover the changes on my own -- more fun! However... playing this way is extremely frustrating, and un-fun. The alarm sounds AFTER items are completely destroyed... not when they start getting hit... Definitely not a "warning"... more o...
- Tue Jun 28, 2016 12:22 pm
- Forum: Not a bug
- Topic: [0.13.0] Alarms sound long after biter attacks
- Replies: 6
- Views: 3102
Re: [0.13.0] Alarms sound long after biter attacks
If this is a feature, it needs to be revamped. In early game I rely on those audible alerts, since I tend to build big early on, and put turrets down only in problem areas. With the funky map generation, I finally managed to find a world with all four resources within the start area... but they are ...
- Tue Jun 28, 2016 3:29 am
- Forum: Not a bug
- Topic: [0.13.0] Alarms sound long after biter attacks
- Replies: 6
- Views: 3102
[0.13.0] Alarms sound long after biter attacks
Started a completely new game in 0.13, and I've been seeing a problem where the Alert sound (and map icons) appear long after the biters attack, maybe 30 seconds to a minute later. (This is very different from the 0.12 release). It's funky to already have killed all the offending aliens, replace the...
- Tue Jun 14, 2016 3:51 pm
- Forum: General discussion
- Topic: Speedrunning the game
- Replies: 28
- Views: 11896
Re: Speedrunning the game
To prepare for my speedrun, I've been watching a few of those done by AntiElitz. Lots of careful planning.
https://www.youtube.com/watch?v=IL-kB3gdVIs
If he can do it in 2 hours, I reckon I can make it in just under 8 for the achievement
https://www.youtube.com/watch?v=IL-kB3gdVIs
If he can do it in 2 hours, I reckon I can make it in just under 8 for the achievement
- Sun Jun 12, 2016 5:19 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 66823
Re: Friday Facts #142 - Playtesting
So I will soon be able to check the evolution factor, improve my factory to produce less pollution, wait without attacking or burning anything, before checking the pollution factor again to see that it has decreased? Pollution factor can decrease? I thought it was monotone. Using less energy (Effic...
- Sun Jun 12, 2016 4:32 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 66823
Re: Friday Facts #142 - Playtesting
An excellent reason for ++ storage to be linked to research instead of armorIslacrusez wrote:This would potentially cause problems if your armour is destroyed. What would happen then?Sebb767 wrote: I guess you simply can't take of your armor if your inventory is too full (like chests, which can't be mined if full)
- Sat Jun 11, 2016 11:55 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 66823
Re: Friday Facts #142 - Playtesting
The new train stop/crane looks like an old-fashioned railroad signal -- the types with the arms. I am excited by the prospect of a larger inventory. I HOPE that it is tied to armor *research* and not the items that are worn. I often like to run out into the wilderness with my "construction"...
- Fri Jun 03, 2016 11:23 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 87216
Re: Friday Facts #141 - Mod Portal
+1 on selectable train colors. Oh how amazing that would be. Iron ore train could be blue, copper: red, coal: black/gray, have green, yellow, purple, white for other items, so you could identify passing trains with ease.
- Fri Jun 03, 2016 11:22 pm
- Forum: General discussion
- Topic: What inspired you to buy Factorio?
- Replies: 29
- Views: 10511
Re: What inspired you to buy Factorio?
I first saw the game on Steam with great reviews, but from the trailer it seemed to be too dense, complicated. I turned it down. Maybe the trailer should show that you don't necessarily need to build something that big and that complex to actually make progress and have fun. My experience was simil...
- Fri Jun 03, 2016 8:21 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 87216
Re: Friday Facts #141 - Mod Portal
Oh, wowee! What a super sexy stempunky loco! Can't wait! ...meow...
- Fri Jun 03, 2016 3:17 am
- Forum: Gameplay Help
- Topic: Stupid question?
- Replies: 11
- Views: 4505
Re: Stupid question?
It is true that certain setups work very efficiently. However, there are RP reasons to change it up -- Bentham has an interesting YT series called Towns, where he allocates specific items to be made in each "town" and ships it all by rail to the other towns. (e.g. green circuits are made i...
- Wed Jun 01, 2016 6:04 pm
- Forum: Gameplay Help
- Topic: Stupid question?
- Replies: 11
- Views: 4505
Re: Stupid question?
You are certainly welcome to play any way you wish. However, I would definitely advise against this method because of sheer quantity of items. It will take you ages to cart stuff around on your person, putting things in chests, and then carting those materials to other areas... and walking speed is ...