Search found 151 matches
- Sat Jan 13, 2018 2:08 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373620
Re: Friday Facts #225 - Bots versus belts (part 2)
Dear Devs, whatever you guys do, please keep the most important thing in mind: fun The game is supposed to be fun, the more fun, the better. Removing things is in most cases no fun. Making existing bases stop working, reducing the maximum SPM you can reach with your PC, or lower the UPS of said base...
- Fri Jan 12, 2018 12:31 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010937
Re: [0.15] Sea Block Pack 0.1.7
I think there should be a different way to get slag out of water. I mean, an electrolyzer is there to separate oxygen and hydrogen. If you just want to get slag pumping water through a filter should just be enough. Maybe add a recipe for washing plants to get slag that way, similar how it was with ...
- Wed Jan 10, 2018 5:20 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 50366
Re: Version 0.16.16
Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type. Was this change also due to optimizations or fixing the belt problems? Or was it just a desig...
- Tue Jan 09, 2018 6:22 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010937
Re: [0.15] Sea Block Pack 0.1.7
I think there should be a different way to get slag out of water. I mean, an electrolyzer is there to separate oxygen and hydrogen. If you just want to get slag pumping water through a filter should just be enough. Maybe add a recipe for washing plants to get slag that way, similar how it was with n...
- Mon Jan 08, 2018 4:17 pm
- Forum: Releases
- Topic: Version 0.16.15
- Replies: 11
- Views: 14013
Re: Version 0.16.15
So, how far are we removed from a new stable? If the previous version is any indication, somewhere between a half and a third of the way to final update, but most likely two thirds to three quarters of the way to the first stable. In time frame, I'd say maybe a week or two until they'd consider a f...
- Sat Jan 06, 2018 4:15 pm
- Forum: Ideas and Suggestions
- Topic: Filter Combinator
- Replies: 7
- Views: 5341
Re: Filter Combinator
@Lilly you don't actually need that arithmetic combinator, just set the constant combinator to -2147483648 of the filtered items. The integer overflow isn't really required as well, I use a setup with 2 constant combinators and a decider, 1 constant adds a high number(like 1000,000,000) of the filte...
- Fri Jan 05, 2018 10:13 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345948
Re: Friday Facts #224 - Bots versus belts
I love this FFF simply because it is controversial and also because some ppl can't read and start crying for no reason :D @Twinsen You asked in what universe I'd rather like to live: My answer is: universe 1, the one with logistic bots as they are now. - Bots give me more options to build my base. I...
- Sun Dec 31, 2017 1:19 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010937
Re: [0.15] Sea Block Pack 0.1.7
Hello there 3) I started the game on marathon and honestly it seems a bit boring at the start. steel is very expensive and ressources are very limited. if I would not x10 the gamespeed permanently I would still sit there without a real base^^ Maybe balance this a bit? I did the same and I also incr...
- Sun Dec 31, 2017 10:50 am
- Forum: General discussion
- Topic: Roboport supplying repair-packs to requester chests
- Replies: 5
- Views: 3331
Re: Roboport supplying repair-packs to requester chests
TL;DR: Don't put repair packs into roboports with inserters. Just leave them in whatever provider chest. You were never supposed to put repair packs directly into roboports. If you just put them into logistic chests or passive provider chests (or with 0.16 in a buffer chest) the robots would just pi...
- Sat Dec 23, 2017 4:28 pm
- Forum: Not a bug
- Topic: Combinator connected to multiple roboports
- Replies: 6
- Views: 1737
Re: Combinator connected to multiple roboports
Not a bug.
Each roboport acts as a source for the contents of the logistic network, so if you connect them to a network their output just adds up.
Each roboport acts as a source for the contents of the logistic network, so if you connect them to a network their output just adds up.
- Tue Dec 19, 2017 4:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] achievements are reset
- Replies: 9
- Views: 4023
Re: achievments are reset
I have this issue, too. I just loaded my savegame, waited a few secs until I got my achievements, then saved and closed the game and checked the log. I did not find "Failed to save achievement data: ..." in the logs. The words "error", "achievement" and "fail"...
- Thu Dec 14, 2017 10:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [0.16.0] Starting area has no water
- Replies: 20
- Views: 10211
Re: [TOGos][16.0] Starting area has no water
Since I started playing factorio there were issues with the map starting area. Not major, but minor and they were there! I think the main problem right now is that the player does not look at the map preview which is way larger than the normal starting area. So the player can't see if there are some...
- Sat Dec 09, 2017 12:12 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 77426
Re: Friday Facts #220 - The best Friday Facts ever
Isn't that train slightly OP? I mean, 200+ tiles? That's insanity. That's like tenfold the range of a turret. I guess my future "turret creep" setups with recursive blueprints will become a "train obliteration" setup. I wonder, is there a reason why you devs don't give us artill...
- Fri Dec 08, 2017 10:32 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 77426
Re: Friday Facts #220 - The best Friday Facts ever
Isn't that train slightly OP? I mean, 200+ tiles? That's insanity. That's like tenfold the range of a turret. I guess my future "turret creep" setups with recursive blueprints will become a "train obliteration" setup. I wonder, is there a reason why you devs don't give us artille...
- Sat Dec 02, 2017 12:59 am
- Forum: General discussion
- Topic: Challenge: Advanced Turret Creep
- Replies: 4
- Views: 2492
Re: Challenge: Advanced Turret Creep
Well, these are my contributions to the challenge: https://forums.factorio.com/viewtopic.php?f=204&t=51613 https://forums.factorio.com/viewtopic.php?f=204&t=54304 I think I win :P Also, I haven't really seen anybody else build a turret creep setup. I'd really like to know if there was someth...
- Sat Dec 02, 2017 12:49 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 85232
Re: Friday Facts #219 - Cliffs
I would like to know that as well and I really hope it will be toggleable.QQ: will this be a toggleble feature in the map generator options?
I mean, they look nice and stuff, they might make the terrain look better, but really, I want to build and not click cliffs away
- Wed Nov 29, 2017 10:54 am
- Forum: General discussion
- Topic: Why defending is a dilemma and enemies need polish
- Replies: 28
- Views: 11020
Re: Why defending is a dilemma and enemies need polish
This is the reason why I have automated killing biters.
I want the challenge, but doing the same thing over and over again gets just too boring.
I want the challenge, but doing the same thing over and over again gets just too boring.
- Wed Nov 29, 2017 9:26 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Automatically killing biters - Recursive Gun
- Replies: 0
- Views: 3998
Automatically killing biters - Recursive Gun
Hi there, this is my minimalist way of killing biters automatically and expanding and defending my territory with the recursive blueprints mod. Basically you have to place the big blueprint from the blueprint book, set everything up, like I explain it in the video and then the Recursive Gun will do ...
- Wed Nov 22, 2017 2:22 am
- Forum: Ideas and Suggestions
- Topic: Allow drag-and-drop of blueprint components onto icons.
- Replies: 2
- Views: 1386
Re: Allow drag-and-drop of blueprint components onto icons.
Very good idea. Clicking through icons in blueprints has cost me way too much time, especially if you keep making small changes to your build and then blueprinting it again and again. There should also be an option to keep the name and icons of a blueprint and redraw the blueprint. But that's anothe...
- Sun Nov 19, 2017 1:48 pm
- Forum: Ideas and Suggestions
- Topic: Options for passive and active provider chests
- Replies: 3
- Views: 1927
Re: Options for passive and active provider chests
The devs don't need to add these, since you can already build these using 2 chests, an inserter and a circuit connection. I understand and know that you can build it like that. That's how I am doing this right now. This allows for more elegant solutions without having to use an additional inserter ...