Search found 999 matches

by Serenity
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...
by Serenity
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 :(
by Serenity
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 :)
by Serenity
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
by Serenity
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
by Serenity
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
by Serenity
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. ...
by Serenity
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...
by Serenity
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...
by Serenity
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...
by Serenity
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 ...
by Serenity
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 :)
by Serenity
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

Rseding91 wrote:Our loading screen is sub 3 seconds though in 0.16 - you wouldn't be able to read anything :D
Then adding tips becomes an advantage for you. It frees up the time you'd have spent optimizing loading times for other things
by Serenity
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 :)
by Serenity
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 ...
by Serenity
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

Eventually 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?
So don't feed the green circuit factory from the mainbus. Give it its own iron and copper lines
by Serenity
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
by Serenity
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...
by Serenity
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)
by Serenity
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...

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