Search found 451 matches
- 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 ...
- 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...
- 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...
- 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- Forum: Outdated/Not implemented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.
- 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...
- 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- Forum: Outdated/Not implemented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,...
- 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.
- 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?
- 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...
- 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...
- 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...