Search found 89 matches

by saturn7
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...
by saturn7
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.
by saturn7
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...
by saturn7
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...
by saturn7
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.
by saturn7
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...
by saturn7
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 :)
by saturn7
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.
by saturn7
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...
by saturn7
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 ...
by saturn7
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...
by saturn7
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.
by saturn7
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...
by saturn7
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.
by saturn7
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.
by saturn7
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...
by saturn7
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...
by saturn7
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.
by saturn7
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!
by saturn7
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.

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