Search found 238 matches
- Wed Apr 24, 2019 6:05 pm
- Forum: General discussion
- Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
- Replies: 23
- Views: 6084
Re: Stack inserter bug, flawed design or is the current behavior the best possible?
For example you could easily solve this with a few combinators. Is there a way to do this with combinators? The apparent use case is loading a train with filtered slots. Circuit network can see the number of a given type of items in a train car, but it can't (AFAIK) see the number of items that wou...
- Wed Apr 17, 2019 7:37 pm
- Forum: Not a bug
- Topic: [0.17.31] Underground belt placement causes existing belts to disappear
- Replies: 10
- Views: 2595
Re: [0.17.31] Underground belt placement causes existing belts to disappear
It would be super sweet if they teleported onto the new underground belt instead of going into your inventory
- Thu Apr 04, 2019 2:37 pm
- Forum: General discussion
- Topic: play now or wait? (stopped 2 years ago)
- Replies: 7
- Views: 2694
Re: play now or wait? (stopped 2 years ago)
No, there's still (at least!) 0.18 with the finished campaign, maybe even more. Ooh that would be awesome to get more "new campaign" - I thought the NPE released with .17 was that but it's... well, a little lacking, and really shows off a totally different Factorio than the one most of us...
- Wed Apr 03, 2019 10:57 pm
- Forum: General discussion
- Topic: play now or wait? (stopped 2 years ago)
- Replies: 7
- Views: 2694
Re: play now or wait? (stopped 2 years ago)
AFAIK the game is effectively feature-complete - I wouldn't expect anything significant to change with version 1.0 at this point. Mostly just bug fixes, possibly a few balance changes, but if I understand correctly 0.17 is basically going to become 1.0 once it's stable.
- Mon Apr 01, 2019 3:49 pm
- Forum: Gameplay Help
- Topic: Effect Transmission Manufacturing
- Replies: 8
- Views: 2427
Re: Effect Transmission Manufacturing
Are you looking for an item called "effect transmission"? The item in your crafting menu is called a "beacon" (I assume - I haven't gotten that far in .17, but I don't think it's changed.)
- Tue Mar 26, 2019 10:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Pollution stats confusion
- Replies: 10
- Views: 8235
Re: Pollution stats confusion
How... can it be both 12 per second AND 12 per minute...?
- Mon Mar 25, 2019 10:40 pm
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 13548
Re: blue and yellow assembler are worse than grey
Hi
Looking at assemblers it appears that yellow assemblers are the best.
Grey:
speed 0.5
Blue:
speed 0.75
Yellow:
speed 1.25
so yellow assembler are clearly the best.
Looking at assemblers it appears that yellow assemblers are the best.
Grey:
speed 0.5
Blue:
speed 0.75
Yellow:
speed 1.25
so yellow assembler are clearly the best.
- Mon Mar 25, 2019 7:09 pm
- Forum: Won't fix.
- Topic: [0.17.14] circular belt loop "backs up" (items stop) when full
- Replies: 3
- Views: 1385
Re: [0.17.14] circular belt loop "backs up" (items stop) when full
Interesting. Sushi belt setups aren't all that common, but this could make them a bit trickier to get stable.
- Mon Mar 25, 2019 7:06 pm
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 16229
Re: A Deeper Look into Combat Robotics
I used destroyers back in... I dunno, 0.14? Back when the flamethrower was super OP and the PLD was worse than a tickle cannon. I had a base big enough that the cost of building the robots was insignificant, and they added enough DPS to be helpful when clearing big nests. Haven't touched them since.
- Tue Mar 19, 2019 7:12 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 7677
Re: There's a bug in the train's parking
Because, as mentioned above, we are all total nerds, can you give us some insight into what the deterministic order is based on? Train ID or most/least recently built? X/Y coordinates? I'd rather not. It's not a simple "this line of code controls it" but the entire logic around updating t...
- Tue Mar 19, 2019 3:53 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 7677
Re: There's a bug in the train's parking
Thanks for the report however this is working as intended: trains do not follow "first in, first out" logic when waiting at rail signals. They simply operate in what ever order the train(s) are updated where that order is deterministic. Because, as mentioned above, we are all total nerds,...
- Mon Mar 18, 2019 9:00 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 7677
Re: There's a bug in the train's parking
Instead of a parking bay, consider an intersection where two tracks combine into one. Imagine a never-ending stream of trains is coming in on each track. If priority is given to whichever train has been waiting the longest, the two input tracks will alternate, meaning the streams of trains will both...
- Mon Mar 18, 2019 8:47 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 7677
Re: There's a bug in the train's parking
Sounds a whole lot like not a bug. If you want the trains to "respect the order they arrived", you'll have to do it using circuit network. Of course it should respect the order they arrive. What else would it respect? I would say the most natural choice would be whichever train is closest...
- Mon Mar 18, 2019 7:17 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 7677
Re: There's a bug in the train's parking
Sounds a whole lot like not a bug. If you want the trains to "respect the order they arrived", you'll have to do it using circuit network.
- Fri Mar 15, 2019 7:19 pm
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 33217
Re: Friday Facts #286 - Pollution cleanup
Is this new? The first time I went through the intro, I got massively overrun by 1000's of bugs because I had virtually no turrets
- Fri Mar 15, 2019 7:16 pm
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 33217
Re: Friday Facts #286 - Pollution cleanup
"...pollution was increasing evolution 16.6 times faster than it should..."
So glad I spent a few hours in my new death world last night... daaaammmnn those biters are growing fast!!!
So glad I spent a few hours in my new death world last night... daaaammmnn those biters are growing fast!!!
- Tue Mar 05, 2019 5:07 pm
- Forum: Campaign / Scenario suggestions
- Topic: New players - share your tutorial / campaign experience
- Replies: 13
- Views: 4661
New players - share your tutorial / campaign experience
There are many, many discussions about the new 0.17 tutorial / campaign. As far as I can tell, virtually all of them come from veterans. But, this is supposed to be the "new player experience", and yet, there are very few stories from new players! Are you a new player ? Is the new tutorial...
- Sun Mar 03, 2019 3:56 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 65266
Re: Friday Facts #284 - 0.17 experimental
Is it normal to start at 75% UI scaling in my 1366x768 laptop screen? Everything was tiny! Honestly, my first impression on loading 0.17 was "wow, this looks terrible compared to 0.16". I'm glad I eventually found the UI scaling so it didn't hurt my eyes so much! Maybe defaulting to 75% i...
- Sat Mar 02, 2019 8:41 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 65266
Re: Friday Facts #284 - 0.17 experimental
Campaign thoughts: 1) I don't like the "gather some of your equipment and escape east". I wound up picking up my whole base at that point (I wasn't sure if I would keep my inventory or not), and I'm really glad I did... it would have been really unfortunate not to. There's probably a way t...
- Fri Mar 01, 2019 9:38 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 65266
Re: Friday Facts #284 - 0.17 experimental
Just gotta say I'm super excited to give the intro campaign a try and finally need to build the ammo infrastructure I've always been disappointed to not need