Search found 238 matches
- Tue May 09, 2017 10:12 pm
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 22655
Re: Personal Roboports disabled
My new "switch" is dropping my construction bots in a logistic trash slot when I want to turn them off. Pulling all the roboports is a much bigger deal than it used to be because with the new research tiers, I'm actually using a personal solar panel setup for literally the first time ever,...
- Tue May 09, 2017 9:25 pm
- Forum: General discussion
- Topic: so who's done a Death World?
- Replies: 19
- Views: 14521
Re: so who's done a Death World?
I heard somewhere that biters won't build bases too close to my stuff, so I've been leaving trails of wooden power poles everywhere I go. I'm not sure if that will work but it can't hurt. I believe that behavior was changed in 0.14, and biters will now happily build bases as close to your stuff as ...
- Tue May 09, 2017 9:20 pm
- Forum: Gameplay Help
- Topic: Train Waiting Yard
- Replies: 12
- Views: 8343
Re: Train Waiting Yard
I don't think putting a station on the middle track will work. Every train will path around it, and unless all the "waiting" tracks are full, the train will go through the shortest "waiting" track rather than the center track. I have to ask, though, is there a real issue with how...
- Tue May 09, 2017 5:24 pm
- Forum: Balancing
- Topic: Barrels hold too much liquid.
- Replies: 37
- Views: 12619
Re: Barrels hold too much liquid.
I think the long and short of it is basically that if you fill a cargo wagon full of barrels, then you can fit more fluid than straight into a fluid wagon. I agree. I mean, it makes no sense that you can fit more of the fluid inside the same sized train car even with the low packing efficiency of c...
- Tue May 09, 2017 3:43 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 15647
Re: 0.15 Oil Rebalancing - Too Far?
I'm on the railworld preset (generated immediately after 0.15 came out, I believe they slightly tweaked the railworld settings a couple days later). I've got a large oil spawn (maybe 15 patches) in my starting area. So far, I haven't even bothered to put pumpjacks on more than maybe 4 of them. My or...
- Mon May 08, 2017 7:47 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196198
Re: Solar panels less of a no-brainer
I'm actually pretty happy with how it works out in 0.15. 1) Build steam engines. They are cheap and easy to set up, but somewhat annoying to scale because every new line of engines means more belts, more miners, possibly more trains once the local deposits start to run out. 2) Research bots. 3) Buil...
- Mon May 08, 2017 5:46 pm
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 456
- Views: 265952
Re: Just bought the game; What were Your first impressions?
Every so often I see a let's play of a game and buy it less than 2 minutes into the video. Factorio is such a game.
- Mon May 08, 2017 3:55 pm
- Forum: Ideas and Suggestions
- Topic: liquid filtering for pumps, tanks and wagons
- Replies: 32
- Views: 15127
Re: liquid filtering for pumps, tanks and wagons
Is there a problem with using the read train contents feature to enable a certain subset of pumps offloading from the train? (I haven't tried this but it seems like the obvious solution, so maybe you have already discovered an issue with it?)
- Fri May 05, 2017 4:50 pm
- Forum: Ideas and Suggestions
- Topic: In patch changelog, new section "must update your factory"
- Replies: 3
- Views: 989
Re: In patch changelog, new section "must update your factory"
Minor stuff like, you know, suddenly you have to reconfigure your science production...
- Thu May 04, 2017 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 6647
Re: Canceling crafting when inventory is full spills items
At least a warning would be nice... so many times I've cancelled some big crafting order (so that I can craft that last yellow inserter I need to finish what I'm working on), and dropped a gajillion pieces of random crap onto a mishmash of belts which immediately send them in all directions to clog ...
- Wed May 03, 2017 6:14 pm
- Forum: Not a bug
- Topic: [0.15.6] Bitters do not let go.
- Replies: 2
- Views: 781
Re: [0.15.6] Bitters do not let go.
Sounds to me like you just really pissed them off and they've decided that this time you're not getting away with it
- Tue May 02, 2017 6:51 pm
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 22655
Re: Personal Roboports disabled
I'd prefer an on/off button so you can decide rather than automatically shutting it off while in range of the main network. Also, an option to have idle bots in your inventory preemp bots that are coming from the far reaches of the network (if you have the items in your inventory). To avoid cases wh...
- Tue May 02, 2017 6:45 pm
- Forum: Pending
- Topic: 0.15.5 - Stopped But Already In Progress Research RESET
- Replies: 8
- Views: 2309
Re: 0.15.5 - Stopped But Already In Progress Research RESET
Search for "research saver" mods. I don't know if they have been updated for 0.15 though. I agree that this should be fixed in vanilla though. Halfway through a massive 600 blue research I realize I do actually want to research the 50 red/ 50 green personal battery.. but I'm stuck either w...
- Tue May 02, 2017 6:39 pm
- Forum: Ideas and Suggestions
- Topic: Additional Virtual Signals for Operating on Red and Green
- Replies: 21
- Views: 8069
Re: Additional Virtual Signals for Operating on Red and Green
I think there is a clear solution to all your combinator problems!
Introduce the "python combinator" which translates inputs to outputs via the magic of... python!
Introduce the "python combinator" which translates inputs to outputs via the magic of... python!
- Fri Apr 28, 2017 8:57 pm
- Forum: Gameplay Help
- Topic: I want to mine the iron! Stop trying to mine the uranium!
- Replies: 10
- Views: 4741
Re: I want to mine the iron! Stop trying to mine the uranium!
Am I the only one who thinks that uranium miners should be a totally separate thing than normal miners? That (1) solves OP's problem, (2) eliminates this single case in all of factorio where placement of an object totally changes its graphics and operation, and (3) opens the door for having uranium ...
- Thu Apr 27, 2017 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Show signals tip on circuit network listeners
- Replies: 6
- Views: 5219
Re: Suggestion: Show signals tip on circuit network listeners
Yeah I actually just noticed that you can see them on combinators... I was thinking of things like inserters and belts... except I feel like I recently checked a combinator and it didn't show the signals, but maybe that was before 0.15... but I didn't see anything in the change list... and I thought...
- Wed Apr 26, 2017 9:35 pm
- Forum: General discussion
- Topic: The Inevitable Alien Artifact Poll
- Replies: 11
- Views: 4193
Re: The Inevitable Alien Artifact Poll
They always seemed pointless. By the time I was doing much research that needed purple, I was killing enough biter bases for space-clearing that there was never a shortage. It just adds a boring run-around and collect artifacts step to the already tedious base-clearing task. But, I definitely see th...
- Wed Apr 26, 2017 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Show signals tip on circuit network listeners
- Replies: 6
- Views: 5219
Re: Suggestion: Show signals tip on circuit network listeners
This is an old thread, but still relevant. Summary: Show active signals when mousing over combinators (and other circuit entities) Combinators can be confusing to use - among other things, the each, any, and all signals are a bit enigmatic at first. It would improve the learning curve if you could s...
- Tue Apr 25, 2017 10:40 pm
- Forum: Implemented Suggestions
- Topic: Caps lock to control personal roboport
- Replies: 2
- Views: 1896
Re: Caps lock to control personal roboport
Seconded. Another use case is controlling whether you want your bots to try and repair your turrets during combat or not (and possibly get destroyed).
- Tue Apr 25, 2017 10:00 pm
- Forum: Not a bug
- Topic: Wires not required when filling blueprint with robots
- Replies: 3
- Views: 2015
Re: Wires not required when filling blueprint with robots
Yeah I discovered this during my marathon mod playthrough... it's really convenient when wires cost a fortune