Search found 89 matches
- Thu Jul 21, 2016 1:27 pm
- Forum: General discussion
- Topic: viability of no-stone start
- Replies: 6
- Views: 3820
Re: viability of no-stone start
It's viable, as there are quite a lot of large stones around. In my game, The nearest stone field was right under a biter base with 10 spawners and large worms, which i killed a bit after I got to blue science (using upgraded gun turrets) However it's annoying, as like you said you can't really buil...
- Tue Jul 19, 2016 10:21 pm
- Forum: General discussion
- Topic: [Poll] How should the enemies be called?
- Replies: 75
- Views: 27203
Re: possible names for "the enemy"
For most of Factorio's history, there were just biters around (and stationary organic buildings), so most people still call all of them biters.
Other common terms are aliens/natives/enemies, but these are very general terms.
Other common terms are aliens/natives/enemies, but these are very general terms.
- Fri Jul 15, 2016 8:55 pm
- Forum: Gameplay Help
- Topic: I can´t go though the tunnel!!!
- Replies: 7
- Views: 3556
Re: I can´t go though the tunnel!!!
that isn't really something to fix. it's a Belt, it's not for transporting people, it's for transporting small manufactured goods like gears and plates of Metal. Ir's also to transport large manufactored goods like oil refineries, locomotives and big power poles. ;) But obviously the quantum compre...
- Fri Jul 15, 2016 8:36 pm
- Forum: Releases
- Topic: Version 0.13.9
- Replies: 49
- Views: 34882
Re: Version 0.13.9
While questions are being asked; is the new super-aggressive biter behavior intended or bugged? Because that's what's keeping me from playing right now. If it's intended, then there really needs to be a setting for aggressiveness, beyond just the peaceful checkmark. I've not noticed any more aggres...
- Fri Jul 15, 2016 8:33 pm
- Forum: General discussion
- Topic: Is loop based train design totally broken?
- Replies: 21
- Views: 24307
Re: Is loop based train design totally broken?
Also if a train station has a loop, expect that other trains use the loop too (even if only one train goes to that station), and signal it accordingly.
That's because due to the current pathing algorithm, trains sometimes take detours, and suddenly going through another station's loop is needed.
That's because due to the current pathing algorithm, trains sometimes take detours, and suddenly going through another station's loop is needed.
- Fri Jul 15, 2016 6:56 pm
- Forum: Ideas and Suggestions
- Topic: [0.13.9] Enable landfill ghost again
- Replies: 6
- Views: 2872
[0.13.9] Enable landfill ghost again
Sadly, since 0.13.9 landfill ghosts cannot be created, and neither can it be blueprinted (see https://forums.factorio.com/viewtopic.php?f=11&t=28827). Please add this back, as I used this feature quite often. I know that increasing the landfill placing area makes building large areas easier, but...
- Thu Jul 14, 2016 7:55 pm
- Forum: Gameplay Help
- Topic: I can´t go though the tunnel!!!
- Replies: 7
- Views: 3556
Re: I can´t go though the tunnel!!!
Neither can you climb over pipes. Or walk over electric wires.
Or ride a biter for that matter
Or ride a biter for that matter
- Mon Jul 11, 2016 1:41 pm
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 26468
Re: Version 0.13.7
To imagine how large 2000km is, taking the train at max speed (~250 km/h) will take you 8 hours real time.
I doubt many players will have a base where you need 8 hours to go from one end to the other.
I doubt many players will have a base where you need 8 hours to go from one end to the other.
- Wed Jul 06, 2016 8:03 pm
- Forum: Won't fix.
- Topic: [0.13.6] Stack inserter capacity bonus from 0.13.5
- Replies: 2
- Views: 1507
[0.13.6] Stack inserter capacity bonus from 0.13.5
With 0.13.6, the stack inserter capacity bonus was removed from logisitcs 2 to the new stack inserter tech. However when loading a save from 0.13.5 in 0.13.6, this bonus is incorrectly retained. To reproduce: 1. create new game in 0.13.6, research all techs (/c game.player.force.research_all_technol...
- Wed Jul 06, 2016 5:33 am
- Forum: Balancing
- Topic: [0.13.1] Oil Yield
- Replies: 8
- Views: 3853
Re: [0.13.1] Oil Yield
Oil yield is lower, but there seem to be much larger clusters of oil fields (~10 each) everywhere on the map. Compared to 0.12 where I had tons of beacons with speed 3 modules around all pumpjacks and barely got enough oil, in 0.13 I never had much problems getting enough oil even with only speed 1 ...
- Wed Jul 06, 2016 5:10 am
- Forum: Ideas and Suggestions
- Topic: Constants for logistic network
- Replies: 7
- Views: 2038
Re: Constants for logistic network
I would like that! A straightforward solution would be to add a "add circuit input to (virtual) logistic contents" mode for the roboport. Right now the roboport can read the logistic contents into a circuit network, but not vice versa. With the change, we could then abuse roboports for wir...
- Mon Jul 04, 2016 10:40 pm
- Forum: General discussion
- Topic: about train expansions
- Replies: 2
- Views: 1289
Re: about train expansions
I think at the moment, you need a separate inserter for every item you want to put into the train, because of the problem you mentioned.
- Mon Jul 04, 2016 12:39 am
- Forum: Gameplay Help
- Topic: Howto Blueprint Landfill
- Replies: 5
- Views: 16118
Howto Blueprint Landfill
While it's not immediately obvious (I stumbled over it by accident), landfill can be blueprinted as follows: 1) Go near a big lake out of roboport range 2) Equip landfill 3) Create landfill ghosts with shift-click in the lake; create whatever shape your blueprint should be 4) Capture the landfill in...
- Sun Jul 03, 2016 12:33 am
- Forum: Technical Help
- Topic: Mods on 0.13 GOG
- Replies: 4
- Views: 3137
Re: Mods on 0.13 GOG
They said the mod portal has some problems and they're continuously improving it.
- Sun Jul 03, 2016 12:21 am
- Forum: Gameplay Help
- Topic: Train station and circuit network
- Replies: 5
- Views: 6973
Re: Train station and circuit network
Afaik, if you uncheck it, the train station does nothing at all, and there is no way yet to send the content of the train to the circuit network.
There are some suggestions about that, though, so I hope the devs are aware of it.
There are some suggestions about that, though, so I hope the devs are aware of it.
- Thu Jun 30, 2016 5:19 pm
- Forum: This Forum
- Topic: New board for mod-portal?
- Replies: 10
- Views: 5155
Re: New board for mod-portal?
I would suggest that big/popular enough mods will get/retain their own subforum. At least until the mod portal functionality is significantly improved. Especially for large modular mods (Bob's mods, Yuoki, Dytech etc.), the mod portal is extremely unwieldy. For example, Bob has 16 mods on the mod po...
- Thu Jun 30, 2016 4:53 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 28448
Re: [0.13] Make inserter stack bonus individually configurable
The normal inserters have (almost) the same stack bonuses as in 0.12, however they now apply it everywhere, also from/to belts. This is different compared to how it was originally announced. Sometimes it's nice to just take a small portion from a belt, e.g. for a chest for personal supply. A configu...
- Thu Jun 30, 2016 12:30 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Pipe to Circuit Network
- Replies: 5
- Views: 2755
Re: [0.13] Pipe to Circuit Network
I know, but it would be nice to read out the content of the pipes directly, without the side effect of tanks and pumps.
- Wed Jun 29, 2016 10:40 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Pipe to Circuit Network
- Replies: 5
- Views: 2755
[0.13] Pipe to Circuit Network
One thing that apparently cannot be connected to the circuit network is the pipe.
Incidentally it was the first thing I tried to connect in 0.13 (for balancing the petroleum between plastic and sulfur).
Would be great if that could be added!
Incidentally it was the first thing I tried to connect in 0.13 (for balancing the petroleum between plastic and sulfur).
Would be great if that could be added!
- Mon Jun 27, 2016 11:02 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 190678
Re: Version 0.13.0
I also started a game, walked around for 10 mins, and the only stone field I've found was under a biter base with 10 spawners. Luckily you can mine the big stones now.
Might be just bad luck, but I've seen quite many reports like that.
Might be just bad luck, but I've seen quite many reports like that.