Search found 135 matches

by boro
Thu Oct 30, 2014 9:08 am
Forum: General discussion
Topic: .11 a trap?
Replies: 7
Views: 1610

Re: .11 a trap?

I went through Heroes of Might & Magic III release back in the day and had to redo all my exams :?
by boro
Wed Oct 22, 2014 5:14 am
Forum: Ideas and Suggestions
Topic: Acceleration behaviour when wearing multiple exoskeletons
Replies: 7
Views: 2069

Re: Acceleration behaviour when wearing multiple exoskeleton

This is a really good idea! I know I max out at 3 skeletons to be able to still walk controlable around my factory, but really could use more speed for long walks.
by boro
Mon Oct 20, 2014 6:35 pm
Forum: Implemented Suggestions
Topic: change fluid color for easier recognition
Replies: 1
Views: 663

change fluid color for easier recognition

I'm not claiming any chemical knowledge whatsoever but I was thinking why is the heavy oil symbol red/brown and the fluid in the pipe blue ? Why do sulfuric acid, light oil and lubricant need to have such similar colors ? And why am I making such a trivial topic ? Food for thought.
factorio18.jpg
factorio18.jpg (137.05 KiB) Viewed 663 times
by boro
Mon Oct 20, 2014 5:41 pm
Forum: Balancing
Topic: Some items becoming "useless" in lategame & changing recipes
Replies: 51
Views: 37705

Re: Some items becoming "useless" in lategame & changing rec

some thoughts: -Steel furnaces are just as fast as electric furnaces without modules. They have the benefit of not requiring any change in layout when upgrading from stone furnaces. I find myself using them a lot for copper and iron smelting in my first melting area (when coal is abundant on the map...
by boro
Mon Oct 06, 2014 7:48 pm
Forum: Gameplay Help
Topic: How do I deal with early game biters?
Replies: 5
Views: 1605

Re: How do I deal with early game biters?

The best defense is offense. Prioritize armor and shotgun research and take out near camps as soon as possible. As long as there are no medium biters yet taking on bigger camps is still pretty easy. If you get attacked from all sides immediately a pipe wall is a great alternative for normal wall. It...
by boro
Fri Oct 03, 2014 4:14 pm
Forum: Technical Help
Topic: [0.10.8] Factorio x64 Lags every 4 seconds
Replies: 6
Views: 7476

Re: [0.10.8] Factorio x64 Lags every 4 seconds

I have this too sometimes and restarting factorio or rebooting fixes it for me. Doesn't seem to happen the first time I launch factorio after a reboot. It's noticable right from the start in any zoom level.
I'm running on winx64 and never noticed this before 0.10.12 + latest dytech.
by boro
Thu Oct 02, 2014 2:25 pm
Forum: News
Topic: Re: Friday Facts #39
Replies: 38
Views: 22459

Re: Friday Facts #39

It's planned for 0.11
by boro
Sat Sep 27, 2014 12:14 am
Forum: Show your Creations
Topic: Hostile environment
Replies: 15
Views: 4945

Re: Hostile environment

random pic of a hostile environment in dytech
factorio15.jpg
factorio15.jpg (900.11 KiB) Viewed 3190 times
by boro
Mon Sep 22, 2014 11:57 am
Forum: Ideas and Suggestions
Topic: Force a belt to not curve
Replies: 3
Views: 1089

Re: Force a belt not to curve

Maybe this is helpful, and there's always mods with near-side inserters too.
factorio17.jpg
factorio17.jpg (635.83 KiB) Viewed 1068 times
I figure you're talking about the one in the middle?
by boro
Sun Sep 21, 2014 5:45 pm
Forum: General discussion
Topic: Biters spawning inside my base?
Replies: 5
Views: 1101

Re: Biters spawning inside my base?

Usually this is caused by a missing piece of wall near water.
by boro
Thu Sep 18, 2014 2:11 pm
Forum: Gameplay Help
Topic: Self defending independent radar layout
Replies: 11
Views: 9730

Re: Self defending independent radar layout

those islands are also great for turrets if the attack path of biters passes them
by boro
Wed Sep 17, 2014 6:13 pm
Forum: Not a bug
Topic: [0.10.x] cannot remove entities while on vehicles
Replies: 2
Views: 564

Re: [0.10.x] cannot remove entities while on vehicles

The whole mining ability is disabled from vehicles. I think this is more feature request than bug. But +1 from me :) I sometimes do drive-by wall replacements in outposts with no robots, which often leads to misbuilds as it's not that easy from a car. Other times it ends with a crashed car. I also w...
by boro
Wed Sep 17, 2014 2:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] underground belts, vibrating screen
Replies: 6
Views: 986

Re: [0.10.x] underground belts, vibrating screen

Another thing related to this:
factorio14.jpg
factorio14.jpg (622.85 KiB) Viewed 928 times
It looks like the fast inserter above me is grabbing the iron ore, but instead it's flipping around like crazy. The 2 chunks of iron ore are dancing between the 2 pieces of belt.
by boro
Wed Sep 17, 2014 7:43 am
Forum: Releases
Topic: Version 0.10.12
Replies: 37
Views: 44042

Re: Version 0.10.12

I don't think humanity would suffer if this was called the 0.10 stable release.
by boro
Wed Sep 17, 2014 7:30 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x] underground belts, vibrating screen
Replies: 6
Views: 986

Re: [0.10.x] underground belts, vibrating screen

With the slow underground belt I can notice it up to default view, with express underground belt all the way zoomed out.
by boro
Tue Sep 16, 2014 3:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] underground belts, vibrating screen
Replies: 6
Views: 986

[0.10.x] underground belts, vibrating screen

I don't know if this needs fixing but I thought I'd let you know anyway. Do not let it interfere with release schedules please :) When you stand on an underground belt entrance and bump in to certain objects, that causes the screen to vibrate and appear fuzzy. Especially noticable with fast/express ...
by boro
Tue Sep 16, 2014 1:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.11] Mousebuttons & the GUI
Replies: 5
Views: 2652

Re: [0.10.11] Mousebuttons & the GUI

Guys, it's fixed !
by boro
Mon Sep 15, 2014 4:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.11] Unable to set filters on cargo wagon slots
Replies: 6
Views: 1520

Re: [0.10.11] Unable to set filters on cargo wagon slots

It doesn't work on the toolbelt either.
by boro
Mon Sep 15, 2014 12:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.11] Mousebuttons & the GUI
Replies: 5
Views: 2652

[0.10.11] Mousebuttons & the GUI

This is a continuation thread for this persisting bug described here https://forums.factorio.com/forum/viewtopic.php?f=11&t=5130 and https://forums.factorio.com/forum/viewtopic.php?f=11&t=4799 current situation in 0.10.11: non-interface actions bound to mousebuttons don't function when the cursor is...
by boro
Sun Sep 14, 2014 7:14 am
Forum: Resolved Problems and Bugs
Topic: [0.10.10] Long entity name permanently enlarges sidebar
Replies: 2
Views: 1246

Re: [0.10.10] Long entity name permanently enlarges sidebar

Also happens when researching techs with long names from mods.

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