Search found 459 matches

by Avezo
Fri Apr 19, 2019 4:53 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 29299

Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II


You can unlock construction bots tech before you can actully construct them, because they need batteries which require yet higher tech.
Constuction robotics requires Robotics which requires Battery.


Yeah, tha's what I'm saying - to get batteries you need MUCH MORE set up than fits green ...
by Avezo
Fri Apr 19, 2019 2:14 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 29299

Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

I think you SHOULD change tech tree a bit;

You can unlock construction bots tech before you can actully construct them, because they need batteries which require yet higher tech.

Things like these seem an obvious candidate to such changes, even moreso because they confuse new players.
by Avezo
Mon Mar 11, 2019 3:07 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 43149

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

I like it. I've even used a mod that did it. But really is it THAT bad that you have a chest somewhere with all the junk you never use anymore?


It isn't bad, it's just that ability to recycle old junk seems to fit so well into the game of automation. Any automated means of discarding old junk ...
by Avezo
Sun Mar 10, 2019 11:24 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 43149

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

I don't think the main problem is that they are no longer burnable. The problem is that we eventually end up with various items like wooden power poles, wooden boxes, steel furnaces that are no longer used and there is nothing to do with them. Burning was a way to 'recycle' them.

Elegant solution ...
by Avezo
Fri Mar 08, 2019 4:58 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 43149

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

My bug report screenshoot made it into FFF :o

Feels like winning a lottery.
by Avezo
Fri Mar 01, 2019 4:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Glitchy environment graphics
Replies: 4
Views: 2434

Re: [0.17.2] Glitchy environment graphics

posila wrote: Fri Mar 01, 2019 12:49 pm
Avezo wrote: Thu Feb 28, 2019 9:20 pm Issue is not present as of 0.17.3.

Whatever you did, it seemingy fixed it.

Thank you.
Thanks for the report and for letting us know it is fixed.

Can you post log from 0.17.3, please?
Here you go:
factorio-current.log
(6.3 KiB) Downloaded 292 times
I think there was also windows update inbetween though.
by Avezo
Thu Feb 28, 2019 9:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Glitchy environment graphics
Replies: 4
Views: 2434

Re: [0.17.2] Glitchy environment graphics

Issue is not present as of 0.17.3.

Whatever you did, it seemingy fixed it.

Thank you.
by Avezo
Wed Feb 27, 2019 10:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Glitchy environment graphics
Replies: 4
Views: 2434

[0.17.2] Glitchy environment graphics

20190227192904_1.jpg
20190227192904_1.jpg (530.64 KiB) Viewed 2434 times
20190227192910_1.jpg
20190227192910_1.jpg (481.75 KiB) Viewed 2434 times
20190227225723_1.jpg
20190227225723_1.jpg (592.31 KiB) Viewed 2434 times
Issue is not save-specific, UI is not affected, the further out zoom is, the worse it looks, happening after updating the game to .17 today.

Log:
factorio-current.log
(4.39 KiB) Downloaded 274 times
Not sure what else to add?
by Avezo
Tue Feb 26, 2019 12:14 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 225733

Re: Friday Facts #283 - Prepare to Launch

Koub wrote: Mon Feb 25, 2019 8:10 pm There are people that should find themselves something to do - I mean something more interesting than continuously F5-ing the release subforum to see it the update is there.
I've bought Oxygen Not Included recently, so I'm not that impatient anymore.

...I'm still F5ing this forum lol.
by Avezo
Sun Feb 24, 2019 1:47 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 225733

Re: Friday Facts #283 - Prepare to Launch



Step up from green science to blue science was huge as mentioned in science changes FFF. It's even greater now because of even more oil processing needed.
So you would rather build an assembler to consume your limited iron with mining drills, instead of a chemical plant to supplement your ...
by Avezo
Sun Feb 24, 2019 8:04 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 225733

Re: Friday Facts #283 - Prepare to Launch



Even if just a bit of stuggle was moved ahead from first steps of refinery stage of the game, all the rest still piles up due to red circuits alone - NOT due to easily expandable fluid tanks filling up.

I honestly don't understand your complaint. I already have to set up oil processing to make ...
by Avezo
Sat Feb 23, 2019 10:26 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 225733

Re: Friday Facts #283 - Prepare to Launch





So, during playtesting no issues were observed with much harder progressing into blue science?


I haven't tried the mod that changes the recipes for 0.16, but is 1 solid fuel and 0.5 advanced circuits really that "much harder" than 1 electric mining drill?


It is - it requires even more ...
by Avezo
Fri Feb 22, 2019 10:30 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 225733

Re: Friday Facts #283 - Prepare to Launch



So, during playtesting no issues were observed with much harder progressing into blue science?


I haven't tried the mod that changes the recipes for 0.16, but is 1 solid fuel and 0.5 advanced circuits really that "much harder" than 1 electric mining drill?


It is - it requires even more ...
by Avezo
Fri Feb 22, 2019 8:08 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 225733

Re: Friday Facts #283 - Prepare to Launch

So, during playtesting no issues were observed with much harder progressing into blue science?
by Avezo
Fri Feb 22, 2019 1:51 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 123974

Re: Friday Facts #282 - 0.17 in sight

Are we there yet?
by Avezo
Fri Feb 15, 2019 7:36 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 123974

Re: Friday Facts #282 - 0.17 in sight

Still hope that during playtesting devs will realise they've made new blue science even a greater step-up than previous blue science was. Red circuits need to be removed from it (and probably added to higher science pack).
by Avezo
Thu Feb 14, 2019 4:49 am
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 66495

Re: Lategame mining options are lacking



I think special mining roboport would be the best. Just make sure it can mine beneath itself aswell lol.


Harvesters bots/ harvester port? , give it a radius that it can mine, mix construction bots with EMDs
Seems interesting, would those bots get both a mining bonus and carrying bonus ...
by Avezo
Wed Feb 13, 2019 4:53 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 66495

Re: Lategame mining options are lacking

I think special mining roboport would be the best. Just make sure it can mine beneath itself aswell lol.
by Avezo
Tue Feb 05, 2019 9:31 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 66495

Re: Lategame mining options are lacking

My biggest issue with mining options is how annoying setting up each new outpost is. Wish there was simple vanilla ore miner vehicle like in Red Alert (Yeah i know there's a mod for that).
by Avezo
Fri Feb 01, 2019 10:04 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 138287

Re: Friday Facts #280 - Visual Feedback is the king

A lot of great changes. Praises don't change the game much, so I will go straight to problems though:

- Could you clarify whether pathfinder will look past next destination just in case of waypoint stations OR any station now? It's important to know for high-traffic railworks and UPS issues

- Fuel ...

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