Search found 51 matches
- Thu Jul 14, 2016 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 8779
Re: Add a slider to increase research and build times
Sounds like an awesome idea to me. I wonder if these various items are moddable. If they are, then I wonder if there might be an "out of game" way for someone to write some code to modify these values before you start the game so we could see the effects before asking the developers to fo...
- Tue Jul 12, 2016 9:51 pm
- Forum: Gameplay Help
- Topic: Non-game-changing mods and Achievements
- Replies: 1
- Views: 1070
Re: Non-game-changing mods and Achievements
The game still tracks achievements if you are using mods, they just don't get published to Steam.
Currently, using any mods will disable Steam achievements. The devs have indicated they would like to support interface-only mods properly in the future, but they have not given a timetable for that.
Currently, using any mods will disable Steam achievements. The devs have indicated they would like to support interface-only mods properly in the future, but they have not given a timetable for that.
- Tue Jul 12, 2016 9:47 pm
- Forum: Gameplay Help
- Topic: How to force recalculation of train paths?
- Replies: 28
- Views: 10559
Re: How to force recalculation of train paths?
Currently, trains only pick a destination when they leave a station - if you have multiple same-named stations, a train will pick one to go to when it leaves the previous station in its schedule. If it's blocked at a signal it can try to pick another path, but it won't pick a different destination a...
- Tue Jul 12, 2016 3:29 pm
- Forum: Gameplay Help
- Topic: No oil!
- Replies: 14
- Views: 13366
Re: No oil!
I thought low frequency also made patches larger. Is that not the case? (Anymore?) It was one of those things that seemed odd unless you considered it like a radio wave frequency. In theory, yes, there should be the same total amount of resources per area. But you might have to go REALLY REALLY REA...
- Mon Jul 11, 2016 9:50 pm
- Forum: Ideas and Suggestions
- Topic: Bot pathing for big bases
- Replies: 33
- Views: 12888
Re: Bot pathing for big bases
It feels like it wouldn't be too hard to compute optimal paths between all the roboports, since it only has to be updated once each time a roboport is placed. You could potentially do it lazily in the background for the existing ones when a new roboport is placed. Theaoretical yes. Practial they do...
- Sun Jul 10, 2016 1:56 am
- Forum: Ideas and Suggestions
- Topic: Bot pathing for big bases
- Replies: 33
- Views: 12888
Re: Bot pathing for big bases
It feels like it wouldn't be too hard to compute optimal paths between all the roboports, since it only has to be updated once each time a roboport is placed. You could potentially do it lazily in the background for the existing ones when a new roboport is placed. If you did that then you could have...
- Fri Jul 08, 2016 8:44 pm
- Forum: Balancing
- Topic: [0.13] Increase copy/paste filter numbers for requester chests
- Replies: 16
- Views: 5479
Re: [0.13] Increase copy/paste filter numbers for requester chests
What it ought to do IMO is set it for ~30s or so worth of production (given the speed of the assembler), rather than a fixed multiple of the recipe's cost.
- Fri Jul 08, 2016 4:52 pm
- Forum: Gameplay Help
- Topic: [0.13.x] Resource distribution
- Replies: 2
- Views: 1050
Re: [0.13.x] Resource distribution
It seems like they tweaked it somewhat towards more wells per patch with lower yields per well. This gets you more "trickle" oil in the long run. And as mentioned in that thread, it does increase with distance, just slowly. Also, the degradation rate of wells was halved in 0.13, so you'll ...
- Fri Jul 08, 2016 2:24 am
- Forum: Gameplay Help
- Topic: No oil!
- Replies: 14
- Views: 13366
Re: No oil!
Resource generation is random - this means there can sometimes be huge stretches of the map with little or none of any specific resource. Especially if you lowered the frequency of resource patches. This is not really a bug, and definitely not a case of inadequate testing. (Also worth noting that in...
- Fri Jul 08, 2016 2:15 am
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 20789
Re: Best way to defend
Depends on how much you're getting attacked and from where. Early on, when your base isn't that big, it's pretty viable to completely wall it off. Sometimes it is helpful to leave a few strategic openings with "kill zones" lined with turrets -- biters will try to go for openings if they're...
- Thu Jul 07, 2016 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Be more clear about pollution from modules
- Replies: 5
- Views: 1983
Re: Be more clear about pollution from modules
If it was that simple Some buildings like Pumpjacks have enormous pollution and low power consumption. Some like Labs have no pollution but a decent power consumption. So there is no clear connection between those. And it is only modules that can change the value even if through indirect way like m...
- Thu Jul 07, 2016 9:20 pm
- Forum: Gameplay Help
- Topic: [0.13.x] Need help to understand the new biter expansion
- Replies: 14
- Views: 4513
Re: [0.13.x] Need help to understand the new biter expansion
The main thing I'm hearing about 0.13 is that "victory poles" no longer work. In 0.12, I think biter expansions would always appear a minimum distance from any of your base elements. That probably sounded like a reasonable idea to the DEVS until we all figured out we could put an ultra ch...
- Thu Jul 07, 2016 3:38 am
- Forum: Ideas and Suggestions
- Topic: Be more clear about pollution from modules
- Replies: 5
- Views: 1983
Re: Be more clear about pollution from modules
Only productivity modules have an explicit pollution penalty.
However, I agree they don't do a god job explaining that pollution scales up and down with power consumption.
However, I agree they don't do a god job explaining that pollution scales up and down with power consumption.
- Thu Jul 07, 2016 3:29 am
- Forum: Gameplay Help
- Topic: Train with 2 engines
- Replies: 8
- Views: 17614
Re: Train with 2 engines
1) Stations are one-way and must be on the right relative to the train's direction of travel. If you want a train to back and forth on a single rail the stations have to be on opposite sides of the track. 2) Signals are one-way unless exactly paired and also must be on the right relative to the trai...
- Thu Jul 07, 2016 3:23 am
- Forum: Gameplay Help
- Topic: Setting up a constantly red rail signal
- Replies: 3
- Views: 1525
Re: Setting up a constantly red rail signal
Not sure about the combinator issue, but signals are one-way unless you pair them. Just put a single signal going the way you want the trains to go and they won't auto-drive the other direction on that stretch of track.
- Thu Jul 07, 2016 3:14 am
- Forum: Gameplay Help
- Topic: [0.13.x] Need help to understand the new biter expansion
- Replies: 14
- Views: 4513
Re: [0.13.x] Need help to understand the new biter expansion
Evolution didn't change. Enemies evolve from three things: 1) they evolve veeeeeeery slowly over time no matter what. 2) they evolve a tiny bit for every unit of pollution you produce (it doesn't matter if it touches nests or not.) 3) they evolve a bit each time you destroy a nest (killing individua...
- Thu Jul 07, 2016 2:58 am
- Forum: Gameplay Help
- Topic: Construction robot doesn't repair
- Replies: 1
- Views: 3277
Re: Construction robot doesn't repair
Make sure: 1) the turrets are in range of a roboport 2) there are available construction bots on that network 3) there are repair packs in the roboport itself or in logistic storage on that network. Bots on your personal roboport can use repair packs in your inventory, but roboport-based ones can't.
- Wed Jul 06, 2016 7:17 pm
- Forum: Ideas and Suggestions
- Topic: Steam cloud sync, saves get silently overwritten
- Replies: 3
- Views: 5146
Re: Steam cloud sync, saves get silently overwritten
Steam will warn you if you play offline and have newer data than in the cloud. I'm surprised it didn't warn you that the local data was newer than the cloud data at startup? Or maybe it assumed that because you modified it locally after syncing that you wanted that data to upload. I'm not sure that ...
- Sat Jul 02, 2016 11:45 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 19279
Re: Game FPS at End game
Wow this Post really took off. I thought it was going to die considering the lack of etiquette at the start I want to point out that the post I made with regards to none of my CPUs were at 100% and that I had to be at resource limit which was why my game was slow and that Resource Monitor nor task ...
- Sat Jul 02, 2016 10:49 pm
- Forum: Ideas and Suggestions
- Topic: Don't require factorio_version to be changed when not needed
- Replies: 34
- Views: 7762
Re: Don't require factorio_version to be changed when not needed
>For now I don't see it as real problem. Unpack zip, change info.json. Fixed. This is a bit much for less technical users. Less technical users will force-load all their outdated mods, be greeted with errors from mods that do require changes to get running and they are back to square one with broke...