Search found 137 matches
- Thu Aug 28, 2014 12:51 pm
- Forum: Not a bug
- Topic: [0.10.8] oil field abundance
- Replies: 7
- Views: 2444
Re: [0.10.8] oil field abundance
with default settings: 11,22,11,1,4,8,19,3,4,8
- Thu Aug 28, 2014 12:44 pm
- Forum: Not a bug
- Topic: [0.10.8] oil field abundance
- Replies: 7
- Views: 2444
Re: [0.10.8] oil field abundance
I set it on on very high/very big and counted the number of oil fields in 10 restarts within viewing distance (press m and count): 7,9,12,21,13,9,11,7,21,5
- Thu Aug 28, 2014 12:25 pm
- Forum: Not a bug
- Topic: [0.10.8] oil field abundance
- Replies: 7
- Views: 2444
[0.10.8] oil field abundance
I've been trying for an hour to get a new map created cause everytime I got way too many oil fields. I'm used to getting 2-3 near my base and maybe 5-10 more within pipe distance (the distance beyond which you say: "no, I really should be using trains for this"). But all I got was this: fa...
- Wed Aug 27, 2014 5:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6][slpwnd] Mouse buttons not working over gui
- Replies: 12
- Views: 8076
Re: [0.10.6][slpwnd] Mouse buttons not working over gui
You guys know you're awesome right?
- Sat Aug 23, 2014 7:27 am
- Forum: Ideas and Suggestions
- Topic: Laser turret cooldown to encourage defenses to be mixed
- Replies: 17
- Views: 6708
Re: Laser turret cooldown to encourage defenses to be mixed
i think the issue here is that it costs nothing to overbuild your electric power supply, as lasers, when engaged, can easily consume more power than the rest of the base together. This combined with the low idle cost means that a large amount of static defence has no upkeep, *and* minimal cost to f...
- Sat Aug 23, 2014 7:07 am
- Forum: Not a bug
- Topic: [0.10.8] Disappearing blue-printed buildings
- Replies: 4
- Views: 1829
Re: [0.10.8] Disappearing blue-printed buildings
Each object in your placed blueprint has a purple bar that shows how much time is left to construct it. It's about 10 minutes. Afterwards you can just place down your blueprint again if it didn't get fully constructed in time.
- Thu Aug 21, 2014 11:36 pm
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 302247
Re: You know you play Factorio too much when...
... you put your fingers on WASD whenever you sit down at your computer (this is actually happening to me )
... you train your dogs to follow you in a cone when you go for a walk
... you shoot at trees from your car window to make sure you don't bump into them
... you train your dogs to follow you in a cone when you go for a walk
... you shoot at trees from your car window to make sure you don't bump into them
- Thu Aug 21, 2014 11:21 pm
- Forum: Gameplay Help
- Topic: Factory grinding to a hault as i add more machines
- Replies: 7
- Views: 4154
Re: Factory grinding to a hault as i add more machines
- If your machines are literally slowing down to a crawl, check if you're producing enough power. - You should never have to move your main base unless your starting area is too confined (or there is just not enough water). Just bring resources to your base with belts, pipes or trains. - Check out y...
- Wed Aug 20, 2014 1:59 pm
- Forum: Not a bug
- Topic: [0.10.8] assembly machine 1 can build assembly machine 3
- Replies: 3
- Views: 1263
Re: [0.10.8] assembly machine 1 can build assembly machine 3
That's not a bug, assembly machine 1 can only craft stuff with up to 2 ingredients. Assembly machine 2 and 3 up to 4 ingredients.
- Mon Aug 18, 2014 1:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [10.6] beacon graphics glitch
- Replies: 2
- Views: 2766
Re: [10.6] beacon graphics glitch
I put down some more beacons.
1 glitches randomly
1 glitches depending on my character position and looking direction(in a pretty consistent way)
3 beacons I can't get to glitch at all
1 glitches randomly
1 glitches depending on my character position and looking direction(in a pretty consistent way)
3 beacons I can't get to glitch at all
- Mon Aug 18, 2014 1:55 am
- Forum: Resolved Problems and Bugs
- Topic: [10.6] beacon graphics glitch
- Replies: 2
- Views: 2766
[10.6] beacon graphics glitch
Noticed a glitch on the beacon , missing the bar on top to hold the turning thingy. It keeps disappearing/reappearing.
- Sun Aug 17, 2014 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Review map generation settings
- Replies: 3
- Views: 1668
Re: Review map generation settings
I would like it if the map generation screen just remembered the last used settings.
- Wed Aug 13, 2014 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Add "camera zoom level" to save file
- Replies: 9
- Views: 2539
remember zoom level in savegames
It dawned upon me that, after failing 20 runs towards an enemy city, the first thing I'd always do after loading my savegame was zoom out again to combat levels of sight. In a game as automatic as this, it should probably be remembered in the save file.
- Wed Aug 13, 2014 12:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] Squeezing through
- Replies: 5
- Views: 3716
Re: [0.10.6] Squeezing through
It happens with pipe-to-ground combined with other building's corners as well such as accumulator, solar panel, mining drill, pumping station, refinery...
With the buildings that were made to be able to walk between like assembling machine and research lab it works OK.
With the buildings that were made to be able to walk between like assembling machine and research lab it works OK.
- Wed Aug 13, 2014 9:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6][slpwnd] Mouse buttons not working over gui
- Replies: 12
- Views: 8076
Re: [0.10.6] Mouse buttons still not working properly over g
I'm not a programmer but could a check "if key is also bound to interface action" solve it?
So that if mouse button is bound to interface action and game action, or only interface action it does interface action.
If only bound to game action it does game action.
Something like that
So that if mouse button is bound to interface action and game action, or only interface action it does interface action.
If only bound to game action it does game action.
Something like that
- Wed Aug 13, 2014 9:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] Squeezing through
- Replies: 5
- Views: 3716
Re: [0.10.6] Squeezing through
yeah I meant steam engine, thanks for the fix
- Wed Aug 13, 2014 8:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] Squeezing through
- Replies: 5
- Views: 3716
Re: [0.10.6] Squeezing through
Where the character is currently walking, he can sometimes squeeze through between the boiler and the pipe-to-ground and sometimes he's stuck. Keep trying ( by slightly moving away and trying again) and he'll get through.
- Tue Aug 12, 2014 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] Squeezing through
- Replies: 5
- Views: 3716
[0.10.6] Squeezing through
With some building/pipe setups like in the picture, about half the time you can walk through, other half you can't, seemingly depending on how much conviction or effort was put into the attempt. It should probably be more consistent, either you can squeeze through everytime or you can't. http://www....
- Thu Aug 07, 2014 3:44 pm
- Forum: Gameplay Help
- Topic: how to get electricity
- Replies: 2
- Views: 1130
Re: how to get electricity
You also need something to use the electricity, like an electric miner or research lab. Connect that with electric poles to the steam engine.
- Wed Aug 06, 2014 7:03 pm
- Forum: General discussion
- Topic: What do I do now?
- Replies: 8
- Views: 2936
Re: What do I do now?
Looks like you still need to research the oil products, then create batteries and plastic bars for the blue science packs.