This gets back to the age-old problem with Factorio: If X requires maintenance, why don't belts and everything else with moving parts also need maintenance? Following that, what gameplay mechanic can the player reasonably use to service that many entities?
Simple answer: Cause that is not ...
Search found 37 matches
- Thu Jul 14, 2016 10:30 pm
- Forum: Ideas and Suggestions
- Topic: Discuss: Power Switch should not "Blink"
- Replies: 71
- Views: 48293
- Thu Jul 14, 2016 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Discuss: Power Switch should not "Blink"
- Replies: 71
- Views: 48293
Re: Power Switch have a Durability and need Maintenance
Suggestion #1: put two different circuit or logistic conditions into the power switch: one to turn ON and one to turn OFF.
This ^^ is a best solution to prevent switch from jiggling around exact condition.
It's worth pointing out that the latch solution doesn't accomplish the same thing. It ...
- Thu Jul 14, 2016 9:58 pm
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 38236
Re: Is the jump from science pack 2 to 3 too large?
I don't see much problem in the steep jump.
For me I don't really see the problem so much with the steep jump, it is the vast cliff on the other side that worries me :lol:
I'll be a little intentionally obtuse: What cliff? After building blue science automation, there's tons of stuff to do ...
For me I don't really see the problem so much with the steep jump, it is the vast cliff on the other side that worries me :lol:
I'll be a little intentionally obtuse: What cliff? After building blue science automation, there's tons of stuff to do ...
- Wed Jul 13, 2016 2:31 am
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 38236
Re: Is the jump from science pack 2 to 3 too large?
I read through the thread, and call me one of the skeptics. I don't see much problem in the steep jump. I guess no one has described their specific ideas of what "easier" blue and "harder" purple means. Could you post some recipe.lua examples of what you're thinking. It's important to understand ...
- Wed Jul 13, 2016 2:01 am
- Forum: Ideas and Suggestions
- Topic: Discuss: Power Switch should not "Blink"
- Replies: 71
- Views: 48293
Re: Power Switch have a Durability and need Maintenance
This gets back to the age-old problem with Factorio: If X requires maintenance, why don't belts and everything else with moving parts also need maintenance? Following that, what gameplay mechanic can the player reasonably use to service that many entities?
There's also a more practical concern. I ...
There's also a more practical concern. I ...
- Sat Jul 09, 2016 12:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] Trains Crash into Gates
- Replies: 7
- Views: 8023
Re: [0.13.4] Trains Crash into Gates
I think this is a separate issue. First, I'm running 0.13.4 , which has this fix. Second, the train doesn't get stuck. It keeps moving and damages the gate. Third, in the pics in the linked thread, the gate is up (red lights on gate) when the train collided. In my case, the gate is almost down and ...
- Fri Jul 08, 2016 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] Trains Crash into Gates
- Replies: 7
- Views: 8023
[0.13.6] Trains Crash into Gates
I've never seen this issue before, so it appears to be new in 0.13.
In some of my outposts, the trains have to make a sharp turn before approaching a gate. The logic for lowering a gate doesn't work in this situation, and the train crashes into the gate. This PAX station (where the train is ...
In some of my outposts, the trains have to make a sharp turn before approaching a gate. The logic for lowering a gate doesn't work in this situation, and the train crashes into the gate. This PAX station (where the train is ...
- Fri Jul 08, 2016 2:26 am
- Forum: Ideas and Suggestions
- Topic: Send Inventory of Train to Circuit/Logistics Networks
- Replies: 1
- Views: 1962
Send Inventory of Train to Circuit/Logistics Networks
In 0.13, we got the ability to connect a train station to the circuit network.
A connected station has this menu:
https://imgur.com/i3BmQPH.png
There is only one mode of operation, which is useful for wait conditions. My idea is to add two additional modes, possibly with the ability to enable ...
A connected station has this menu:
https://imgur.com/i3BmQPH.png
There is only one mode of operation, which is useful for wait conditions. My idea is to add two additional modes, possibly with the ability to enable ...
- Fri Jul 01, 2016 11:17 pm
- Forum: Not a bug
- Topic: [NOTABUG] [0.13.3] Full Inventory While Crafting
- Replies: 2
- Views: 1784
Re: [NOTABUG] [0.13.3] Full Inventory While Crafting
Apologies for sending you on a wild goose chase.
I should've tried harder to reproduce before reporting. On a second try, no errors.
Confirmed not a bug.
Confirmed not a bug.
- Fri Jul 01, 2016 10:38 pm
- Forum: Not a bug
- Topic: [NOTABUG] [0.13.3] Full Inventory While Crafting
- Replies: 2
- Views: 1784
[NOTABUG] [0.13.3] Full Inventory While Crafting
I was crafting some items with a full inventory. As usual, this causes the crafted items to be dropped, which is fine. When I noticed this, I put down a chest and freed up some inventory space.
The problem is that subsequently crafted items still trigger an inventory full message, and the item is ...
The problem is that subsequently crafted items still trigger an inventory full message, and the item is ...
- Wed May 04, 2016 5:45 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 266784
Re: Solar panels less of a no-brainer
Part of it is that people are naturally drawn towards being efficient, what one might call "laziness" is really just letting us focus our limited time and attention on more important issues. The downside of that, if you have a boring, powerful system in a game then another, more interesting but ...
- Tue May 03, 2016 4:09 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 266784
Re: Solar panels less of a no-brainer
I think I like this response the best out of all of what I've read. Solar is awesome in it's own right and is a great step after coal and fits well. If we keep that thought, then another way to balance solar is to devalue it by increasing demand beyond it
Why does solar need "balancing?" This isn ...
Why does solar need "balancing?" This isn ...
- Mon May 02, 2016 6:45 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 266784
Re: Solar panels less of a no-brainer
I read through this entire thread, and there's a lot of good discussion. I'm also a relatively new player (~90 hours and two rocket-launching saves).
I don't think there needs to be any changes to solar whatsoever. I'll try to lay-out three reasons.
1) Many parts of Factorio are "plop and forget ...
I don't think there needs to be any changes to solar whatsoever. I'll try to lay-out three reasons.
1) Many parts of Factorio are "plop and forget ...
- Fri Apr 29, 2016 12:25 am
- Forum: Implemented Suggestions
- Topic: Use fork() on *nix systems for doing save game
- Replies: 21
- Views: 12597
Re: Use fork() on *nix systems for doing save game
It's not as simple as just forking and it solving all problems. Now you need an IPC mechanism to communicate between the two processes, so the save process can report what happened. That could be implemented simply with waitpid() in the parent, but then you need a separate thread for waiting ...
- Wed Apr 27, 2016 4:38 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.x Steam] [kovarex] Keybindings when switching operating system
- Replies: 4
- Views: 3231
Re: [0.12.x Steam] [kovarex] Keybindings when switching operating system
Here's my config in Linux after getting the keys fixed.
[controls]
editor-show-hard-difficulty=F11
editor-show-normal-difficulty=F10
editor-show-easy-difficulty=F9
editor-show-all-difficulties=F8
editor-edit-entity-details=t
editor-remove-entity=x
editor-tool-secondary-action=mouse-button-2
editor ...
[controls]
editor-show-hard-difficulty=F11
editor-show-normal-difficulty=F10
editor-show-easy-difficulty=F9
editor-show-all-difficulties=F8
editor-edit-entity-details=t
editor-remove-entity=x
editor-tool-secondary-action=mouse-button-2
editor ...
- Tue Apr 26, 2016 3:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.x Steam] [kovarex] Keybindings when switching operating system
- Replies: 4
- Views: 3231
Re: [0.12.x Steam] Keybindings when switching operating system
Here's a screen shot of a Linux -> Windows transition:
https://imgur.com/i5LmqbL.png
One thing I noticed was "show info." On Linux, it seems that the ALT keys show up separately. I use the left alt key in both operating systems. On Linux, Factorio shows the keybinding as ALT_L, but in Widows, it ...
https://imgur.com/i5LmqbL.png
One thing I noticed was "show info." On Linux, it seems that the ALT keys show up separately. I use the left alt key in both operating systems. On Linux, Factorio shows the keybinding as ALT_L, but in Widows, it ...
- Sun Apr 24, 2016 7:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.x Steam] [kovarex] Keybindings when switching operating system
- Replies: 4
- Views: 3231
[0.12.x Steam] [kovarex] Keybindings when switching operating system
I game on both Windows and Linux, sharing my current save via Steam syncing. I've noticed that when I switch from one to the other (doesn't matter which) a few of the keybindings break. The most important being enter/leave vehicle. It always gets set to a red unknown value.
Screenshot of the most ...
Screenshot of the most ...