Search found 124 matches

by KatherineOfSky
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...
by KatherineOfSky
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...
by KatherineOfSky
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!
by KatherineOfSky
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....
by KatherineOfSky
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...
by KatherineOfSky
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...
by KatherineOfSky
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...
by KatherineOfSky
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.
by KatherineOfSky
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...
by KatherineOfSky
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 ...
by KatherineOfSky
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...
by KatherineOfSky
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 :-)
by KatherineOfSky
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...
by KatherineOfSky
Sun Jun 12, 2016 4:32 pm
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 66823

Re: Friday Facts #142 - Playtesting

Islacrusez wrote:
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)
This would potentially cause problems if your armour is destroyed. What would happen then?
An excellent reason for ++ storage to be linked to research instead of armor ;-)
by KatherineOfSky
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"...
by KatherineOfSky
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.
by KatherineOfSky
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...
by KatherineOfSky
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...
by KatherineOfSky
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...
by KatherineOfSky
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 ...

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