Search found 451 matches

by Avezo
Mon Aug 08, 2016 11:52 am
Forum: Gameplay Help
Topic: Burner inserter not working
Replies: 4
Views: 2022

Burner inserter not working

I got situation like this: http://imgur.com/a/Wd83G I have power crisis, yet some burner inserters won't take anything from the belt to fuel themselves and thus can't fuel furnaces. It's standard 10/14/1 setup for each line, so no water shortage or anything, it worked fine for majority of this game ...
by Avezo
Sat Aug 06, 2016 8:59 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 36218

Re: Friday Facts #150 - New Terrain Experiments

After playing almost 500 hours, I must say that terrain changes seem to be the only thing still making me interested in this game (aside from heavily modded scenarios). Infinite map was one of the first things that made me so impressed, manufacturing part is something I've enountered more or less al...
by Avezo
Sat Jul 30, 2016 7:42 pm
Forum: Technical Help
Topic: strange delays
Replies: 0
Views: 558

strange delays

For past few days I'm having weird issues with Factorio (and only it). Sometimes when I press any key or mouse button it doesn't work immediately - it may take even few seconds for game to realise I did something. There are no lags, just these input delays, like playing on server with high ping (but...
by Avezo
Thu Jul 21, 2016 9:09 pm
Forum: Outdated/Not implemented
Topic: Get rid of different speed belts
Replies: 8
Views: 3659

Re: Get rid of different speed belts

If you went 'the opposite way', you would end up exactly like what you mentioned - mods doing everything automatically.
by Avezo
Thu Jul 21, 2016 9:04 pm
Forum: General discussion
Topic: Copper-plate lane in main bus layout
Replies: 18
Views: 8267

Copper-plate lane in main bus layout

I'm preparing to build my first serious main-bus-style factory, but after few small attempts I've noticed one thing - it seems you actually need very little copper-plates themselves, what you really need is circuits. Relatively few products (other than circuits) need copper plates. Which is kinda we...
by Avezo
Thu Jul 21, 2016 8:42 pm
Forum: Outdated/Not implemented
Topic: Get rid of different speed belts
Replies: 8
Views: 3659

Get rid of different speed belts

Why not make a single type belt and make its speed increase autamatically when you researching their speed increase? See how inserters and bots are always the same, you just research their greater speed and/or capacity. Just streamline all of it - make EVERYTHING have just a single basic build-item,...
by Avezo
Sat Jul 16, 2016 10:07 pm
Forum: Ideas and Suggestions
Topic: Why can't we plant trees?
Replies: 5
Views: 3084

Why can't we plant trees?

We send rocket to the space, but can't plant some trees. This is weird.
by Avezo
Sun Jul 10, 2016 5:59 am
Forum: Combinator Creations
Topic: Smart Belt Balancer
Replies: 9
Views: 10850

Re: Smart Belt Balancer

I understand that it turns belt off in order to balance things? If so, balancing will come at cost of lesser total throughtput of belts due to them being periodically off?
by Avezo
Fri Apr 29, 2016 3:42 pm
Forum: Gameplay Help
Topic: Campaign 3 - New hope
Replies: 3
Views: 2113

Re: Campaign 3 - New hope

Tried to do it slowly without a car as in movie, first base was indeed much easier and eating fishes helped a lot, but at the second I only managed to kill first few nests and then still get swarmed the moment I get into a range of shooting anything. On movies people seem to get barely few small bit...
by Avezo
Fri Apr 29, 2016 2:20 am
Forum: Gameplay Help
Topic: Campaign 3 - New hope
Replies: 3
Views: 2113

Campaign 3 - New hope

I've read the FAQ about this and still got the same problem as a lot of people - it seems too hard. I don't want to go through this with any "cheaty" way, so it would be cool if someone could answer me few questions how to go through it without using console commands, turret creep or rushi...
by Avezo
Fri Apr 01, 2016 4:00 pm
Forum: Gameplay Help
Topic: DEgenerating map
Replies: 1
Views: 885

DEgenerating map

Is it possible to DEgenerate part of the map somehow? To make parts of it act exactly as never discovered and therefore never included in autosaves and so on? And if it was possible, will that part of map generate the same way if discovered later? I accidentaly put wrong numbers in console scan comm...

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