Search found 999 matches
- Sat Dec 16, 2017 7:10 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 58437
Re: Friday Facts #221 - 0.16 is out
The underground thing always seemed to be an exploit. So good riddance. But otherwise achieving compression shouldn't require contraptions. That's just a workaround to get what seems like an essential feature of belts. It should happen naturally in most cases. As said, there is already too much of a...
- Sat Dec 16, 2017 2:35 pm
- Forum: General discussion
- Topic: Buffer Chests and Recycling
- Replies: 2
- Views: 2009
Re: Buffer Chests and Recycling
They ran into an issue with buffer chests prior to release. Unlike advertised at first, they only work with personal logistics and construction bots. They don't provide their content to the logistics network
- Fri Dec 15, 2017 10:02 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 103104
Re: 0.16 Map generation Feedback
With the very high frequency of lakes, water over ore deposits is also an issue. Even if the algorithm thinks that it has placed enough ore, the water is done in the next pass (it seems) and can be placed over ore.
As for stone, I found a 26M deposit some distance away
As for stone, I found a 26M deposit some distance away
- Fri Dec 15, 2017 1:17 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 59484
Re: [0.16.0] Sideloading works compeltely different now
With underground belts not compressing anymore, sideloading not working either seems to be a huge issue to me
- Thu Dec 14, 2017 7:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.2] Map colors: major visibility issues
- Replies: 15
- Views: 6546
Re: [16.2] Map colors: major visibility issues
Here is another good example. This is a relatively large (1.9M) stone patch. But you can only really see the upper part that's on the darker terrain. If you know it's there it's also possible to see the rest, but otherwise your eyes kind of move over it
- Thu Dec 14, 2017 7:27 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 103104
Re: 0.16 Map generation Feedback
Lacking stone may actually be a map coloring issue. In the minimap stone has almost the same color as certain terrains. Especially when you play on a desert-y map
- Thu Dec 14, 2017 6:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.2] Map colors: major visibility issues
- Replies: 15
- Views: 6546
Re: [16.x] Map colors: major visibility issues
The red circle contains a tiny patch of stone that you can't see on the map With the green circle you can see the checkerboard pattern on the large map, but not on the minimap. I also couldn't really see it in the map preview. It was only the irregular outline that made me thing it's a stone patch. ...
- Thu Dec 14, 2017 2:43 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 103104
Re: 0.16 Map generation Feedback
Seams fine to me, I kind of like it. .15 was way too many resources at the start I think that searching for them at the start is not a bad deal. Yeah, but it's a bit too far in the other direction. Like only having 30k or so coal and half a dozen a miners. It's not even consistent. No coal or stone...
- Thu Dec 14, 2017 3:33 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 103104
Re: 0.16 Map generation Feedback
Far apart? There is still stuff everywhere even when frequency is set to very low. And they said that you have to look a bit for uranium, but it's often just right outside the starting area Starting area resources seem to be bit lacking though. Low amounts of coal and yes, often no stone. Water gene...
- Wed Dec 13, 2017 6:55 pm
- Forum: General discussion
- Topic: The obligatory terrain generation rework discussion thread
- Replies: 10
- Views: 4546
Re: The obligatory terrain generation rework discussion thread
Not a fan of the water generation. I loved relatively low frequency, but large water before. That generated continents separated by land bridges you could build relatively narrow walls across. But with 0.16 you're most likely to get lakes everywhere. Very low, very big comes closest, but the land ge...
- Wed Dec 13, 2017 5:25 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 109615
Re: Version 0.16.0
Is it me or was water generation changed? Setting it to something like "frequency - low, size - big" generated big continents separated by large oceans, but connected by a few land bridges. Now you just get masses of lakes :( very low, very large comes closer to what it used to be, but is ...
- Mon Dec 04, 2017 12:13 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 85079
Re: Friday Facts #219 - Cliffs
Is there some plan to be able to remove the "doodads"? I have turned them off because they are still there even when you place concrete over them. Which looks terrible.
The cliffs are great
The cliffs are great
- Sun Sep 17, 2017 3:27 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25354
Re: Friday Facts #208 - Tips and tricks improvement
Then adding tips becomes an advantage for you. It frees up the time you'd have spent optimizing loading times for other thingsRseding91 wrote:Our loading screen is sub 3 seconds though in 0.16 - you wouldn't be able to read anything
- Sat Sep 02, 2017 12:44 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 39734
Re: Friday Facts #206 - Workflow optimisation
Yes! Finally be able to place splitters right over belts. That always annoyed me
Now if only we can get a way to upgrade belts in vanilla
Now if only we can get a way to upgrade belts in vanilla
- Sat Aug 12, 2017 3:37 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69185
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
So am I seeing this right that this would finally allow simple recycling of intermediate items (like yellow and red belts)? You set the buffer chest to request an extremely large amount of items, so that it gets basically everything. And then you set the inserter emptying the assembler to only work ...
- Fri Jun 09, 2017 6:08 pm
- Forum: Gameplay Help
- Topic: Need help with transition to mega-factory
- Replies: 9
- Views: 6031
Re: Need help with transition to mega-factory
So don't feed the green circuit factory from the mainbus. Give it its own iron and copper linesEventually you get to a point where your green circuits ALONE need 3-4 blue belts of iron and copper. How do you design your factory for that?
- Wed May 17, 2017 9:43 pm
- Forum: General discussion
- Topic: Fire, Trees, Grenades
- Replies: 21
- Views: 7416
Re: Fire, Trees, Grenades
Poison capsules are a good options if grenades are too much work for you. Or the tank flame thrower. It's so powerful that it just vaporizes trees
- Wed May 17, 2017 6:55 am
- Forum: General discussion
- Topic: Fire, Trees, Grenades
- Replies: 21
- Views: 7416
Re: Fire, Trees, Grenades
i dont understand why ppls destroy all that trees, ok ist annoing to harvest it but ist a ressource that can be used i prefer to burn it but not with a flamethrower i burn it in a Boiler You can run your trains on wood, but once I built solar I set up by steam enginers to backup power and they like...
- Sun May 14, 2017 6:02 pm
- Forum: Gameplay Help
- Topic: Beacon usage
- Replies: 8
- Views: 5835
Re: Beacon usage
A common usage is to use productivity modules in assemblers/plants themselves and then speed beacons to increase the speed back up (productivity makes it slower)
- Sat May 13, 2017 9:42 pm
- Forum: General discussion
- Topic: Are efficiency modules even worth it?
- Replies: 28
- Views: 18287
Re: Are efficiency modules even worth it?
Level 1 modules aren't too bad in resource cost. Given how easy energy is to get either through robot-built solar fields or now nuclear, efficiency usually isn't worth it to save energy. But I like Efficiency 1 in some distant mining outposts that are close to biter bases, so it doesn't agitate bite...