True. With the new particle system it should be possible to make them crumble into the ground.SuperSandro2000 wrote: ↑Fri May 15, 2020 3:33 pmTo be honest the cliff just vanishes into thin air. No explosions or something.
Search found 151 matches
- Fri May 15, 2020 3:43 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 28795
Re: Friday Facts #347 - New hope demo levels
- Tue May 05, 2020 1:46 pm
- Forum: Gameplay Help
- Topic: [0.18.22]Logistics system problems
- Replies: 4
- Views: 1244
Re: [0.18.22]Logistics system problems
If robots need to repair something they can also take the repair pack out of a passive provider, buffer or logistic chest. ( red, green or yellow chest).
Do not put them into the roboport with the inserter.
Do not put them into the roboport with the inserter.
- Fri Apr 17, 2020 10:21 am
- Forum: Gameplay Help
- Topic: Is this the end of my playthrough?
- Replies: 13
- Views: 4001
Re: Is this the end of my playthrough?
1) Without analysing my base - I wouldn't expect anyone to go through that painful task - does the community think that switching to solar may be enough to save this base? 2) Can anyone provide insight into where most of the processing is going, from the debug screenshot? 3) Is my computer just too...
- Wed Mar 25, 2020 7:26 pm
- Forum: Gameplay Help
- Topic: Issues understanding combinators output
- Replies: 7
- Views: 2394
Re: Issues understanding combinators output
maybe one more note: the tick before tick 0 either was literally the first tick, or it had some values X != M
if you have a combinator like that "(X = M) output 1 P", then it will output 1 P if there is no input, because X and M are both 0
if you have a combinator like that "(X = M) output 1 P", then it will output 1 P if there is no input, because X and M are both 0
- Wed Mar 25, 2020 12:47 pm
- Forum: Gameplay Help
- Topic: Issues understanding combinators output
- Replies: 7
- Views: 2394
Re: Issues understanding combinators output
It's the same reason why it does not output P =1 on tick 0. Combinator output is always delayed by 1 tick. This goes for every entity.
The combintor outputs P = 1 in tick 2 because in tick 1 the condition was true.
The combintor outputs P = 1 in tick 2 because in tick 1 the condition was true.
- Sat Mar 14, 2020 8:45 pm
- Forum: Gameplay Help
- Topic: integer overflow
- Replies: 8
- Views: 2751
Re: integer overflow
Also coppercoil showcased the magic already quite well (although a 0 snuck in where it don't belong)
127 = 0111 1111
127 x 127 = 16129 = 0011 1111 0000 0001
127 = 0111 1111
127 x 127 = 16129 = 0011 1111 0000 0001
- Tue Mar 10, 2020 12:16 am
- Forum: Gameplay Help
- Topic: [0.18.4] how to watch replay of a game
- Replies: 6
- Views: 2738
Re: [0.18.4] how to watch replay of a game
it's in the load menu in the top right corner
- Sun Mar 08, 2020 12:40 pm
- Forum: Gameplay Help
- Topic: research tree help
- Replies: 7
- Views: 2319
Re: research tree help
No, but the campaign is the tutorial. The "real" game is the freeplay. Just start a new game, open the research tree and you will see all the available techs, including construction bots. Also, I would recommend to play the latest experimental version. If you have steam: right click - prop...
- Sun Mar 08, 2020 10:18 am
- Forum: Gameplay Help
- Topic: research tree help
- Replies: 7
- Views: 2319
Re: research tree help
Sounds like you are playing the tutorial. Did the game start with several tasks, like building ammunition and red flasks? Is there a small robot telling you what to do? If yes, that is indeed the tutorial and you will not unlock anything there. Start a new game, freeplay with standard options should...
- Wed Feb 19, 2020 6:16 pm
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 13454
Re: Why does the train crash?
Do you guys have a source for that?mrvn wrote: ↑Mon Feb 17, 2020 3:22 pmviewtopic.php?f=11&t=19619&p=302527#p302527. But isn't that case obsolete? Trains no longer repath inside chain signals.
- Sat Feb 15, 2020 9:31 am
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 13454
Re: Why does the train crash?
https://forums.factorio.com/viewtopic.php?f=11&t=19619&p=302527#p302527 This used to happen before it was changed and it was extremely annoying. A small train could deadlock in all kinds of situations on itself. In your example your train can't path that way anyways and you would have to fix...
- Fri Feb 07, 2020 6:51 pm
- Forum: News
- Topic: Friday Facts #333 - Terrain scrolling
- Replies: 40
- Views: 21414
Re: Friday Facts #333 - Terrain scrolling
The only thing I don't quite understand: Why don't you tell us such amazing things in the patch notes?
- Fri Jan 31, 2020 2:19 am
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 44511
- Thu Jan 30, 2020 9:29 pm
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 44511
Re: Request: Max number of trains for stations
I read carefully through all the posts and the more I think about this idea, the more I like it. But there are some very basic questions that are not yet answered. This is how I would approach it: - If the train finds a viable station that uses the "maxTrain value" it saves this particular...
- Mon Jan 27, 2020 1:13 pm
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 15823
Re: 0.18 DeathWorld
Total focus on urgent automated turret, bullet, and wall production, with 5% of time/resources going towards "other". This is your problem. Your pollution causes the biter attacks, so you build more ammo + stuff, so you create more pollution, therefor biter send larger attack waves, so yo...
- Thu Nov 07, 2019 8:43 am
- Forum: General discussion
- Topic: Thinking of getting the game if there is ever some type of steam sale for the game.
- Replies: 12
- Views: 6077
Re: Thinking of getting the game if there is ever some type of steam sale for the game.
The sad thing is: if the game was at 60$/50€ (and yes, it is imho worth that much) and if it was on a 50% sale sometimes it probably would sell better
- Mon Oct 28, 2019 10:08 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 209919
Re: [0.15.x] Fluid mechanics
They had a few tweaks, but the overall logic still applies ? There are a bunch of friday facts on the topic. They are calculated differently, they are multi threaded, they can not mix anymore. I would not call that a few tweaks. Since they are calculated differently the formulas and charts of the O...
- Mon Oct 28, 2019 9:44 pm
- Forum: Gameplay Help
- Topic: Pollution off the charts?
- Replies: 11
- Views: 3921
Re: Pollution off the charts?
A mining drill produces 10 pollution per minute.
You are producing 4.2k pollution with your mining drills, so about 420 are currently active. Provided that you did not use any modules.
That does not seem wrong to me.
You are producing 4.2k pollution with your mining drills, so about 420 are currently active. Provided that you did not use any modules.
That does not seem wrong to me.
- Sun Oct 27, 2019 1:41 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 209919
Re: [0.15.x] Fluid mechanics
You are aware that the original post is over 3 years old and the fluid mechanics have been overhauled? Those mechanics don't apply anymore.
- Sun Oct 27, 2019 9:13 am
- Forum: Gameplay Help
- Topic: Pollution off the charts?
- Replies: 11
- Views: 3921
Re: Pollution off the charts?
There was also a bug in 16.51 that caused the biter nests to absorb all of the pollution but never sending out the appropriate amount of biters. Meaning that a few biter nests would absorb the entire pollution from one direction and the biters would only attack on a very small scale. The nests behin...