Search found 137 matches
- Sat Jun 06, 2015 8:09 am
- Forum: Implemented Suggestions
- Topic: display map in the editor
- Replies: 2
- Views: 1963
display map in the editor
It would be nice if you could open the map in the editor just like in-game, to make it more easy to spot hidden resources under trees and get a better grasp of the total availability of resources in a very wide area.
- Sat Nov 01, 2014 1:19 pm
- Forum: Not a bug
- Topic: [0.11.1] Move+Disassemble
- Replies: 7
- Views: 3949
Re: [0.11.1] Move+Disassemble
I've noticed the same thing with placing belts in the map editor, some are skipped.
- Thu Oct 30, 2014 9:08 am
- Forum: General discussion
- Topic: .11 a trap?
- Replies: 7
- Views: 3695
Re: .11 a trap?
I went through Heroes of Might & Magic III release back in the day and had to redo all my exams
- Wed Oct 22, 2014 5:14 am
- Forum: Ideas and Suggestions
- Topic: Acceleration behaviour when wearing multiple exoskeletons
- Replies: 7
- Views: 5248
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.
- Mon Oct 20, 2014 6:35 pm
- Forum: Implemented Suggestions
- Topic: change fluid color for easier recognition
- Replies: 1
- Views: 1864
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.
- Mon Oct 20, 2014 5:41 pm
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 56854
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 ...
-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 ...
- Mon Oct 06, 2014 7:48 pm
- Forum: Gameplay Help
- Topic: How do I deal with early game biters?
- Replies: 5
- Views: 5296
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 ...
If you get attacked from all sides immediately a pipe wall is a great alternative for normal wall ...
- Fri Oct 03, 2014 4:14 pm
- Forum: Technical Help
- Topic: [0.10.8] Factorio x64 Lags every 4 seconds
- Replies: 6
- Views: 9921
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.
I'm running on winx64 and never noticed this before 0.10.12 + latest dytech.
- Thu Oct 02, 2014 2:25 pm
- Forum: News
- Topic: Re: Friday Facts #39
- Replies: 38
- Views: 33492
Re: Friday Facts #39
It's planned for 0.11
- Sat Sep 27, 2014 12:14 am
- Forum: Show your Creations
- Topic: Hostile environment
- Replies: 15
- Views: 8696
Re: Hostile environment
random pic of a hostile environment in dytech
- Mon Sep 22, 2014 11:57 am
- Forum: Ideas and Suggestions
- Topic: Force a belt to not curve
- Replies: 3
- Views: 15005
Re: Force a belt not to curve
Maybe this is helpful, and there's always mods with near-side inserters too.
I figure you're talking about the one in the middle?
I figure you're talking about the one in the middle?
- Sun Sep 21, 2014 5:45 pm
- Forum: General discussion
- Topic: Biters spawning inside my base?
- Replies: 5
- Views: 2884
Re: Biters spawning inside my base?
Usually this is caused by a missing piece of wall near water.
- Thu Sep 18, 2014 2:11 pm
- Forum: Gameplay Help
- Topic: Self defending independent radar layout
- Replies: 11
- Views: 14422
Re: Self defending independent radar layout
those islands are also great for turrets if the attack path of biters passes them
- Wed Sep 17, 2014 6:13 pm
- Forum: Not a bug
- Topic: [0.10.x] cannot remove entities while on vehicles
- Replies: 2
- Views: 1293
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 ...
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 ...
- Wed Sep 17, 2014 2:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] underground belts, vibrating screen
- Replies: 6
- Views: 2282
Re: [0.10.x] underground belts, vibrating screen
Another thing related to this:
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.- Wed Sep 17, 2014 7:43 am
- Forum: Releases
- Topic: Version 0.10.12
- Replies: 37
- Views: 54181
Re: Version 0.10.12
I don't think humanity would suffer if this was called the 0.10 stable release.
- Wed Sep 17, 2014 7:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] underground belts, vibrating screen
- Replies: 6
- Views: 2282
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.
- Tue Sep 16, 2014 3:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] underground belts, vibrating screen
- Replies: 6
- Views: 2282
[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 ...
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 ...
- Tue Sep 16, 2014 1:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.11] Mousebuttons & the GUI
- Replies: 5
- Views: 5364
Re: [0.10.11] Mousebuttons & the GUI
Guys, it's fixed !
- 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: 3315
Re: [0.10.11] Unable to set filters on cargo wagon slots
It doesn't work on the toolbelt either.