Search found 6811 matches

by Koub
Wed Feb 25, 2015 6:44 am
Forum: Ideas and Suggestions
Topic: Roboport domains.
Replies: 17
Views: 4886

Re: Roboport domains.

What is the difference between choosing a name or choosing a color? Two main differences : - There are more color blind people than name blind people playing Factorio (I think) :mrgreen: - Two people playing MP chatting : "The light-green one" "Ho the one between the prune one and th...
by Koub
Tue Feb 24, 2015 10:19 pm
Forum: Show your Creations
Topic: Red circuit factory
Replies: 14
Views: 25852

Re: Red circuit factory

The lights between the two middle red blocks of red circuit assemblers are offset 1 tile on the right, which a awfully asymetric feel :ugeek:
:mrgreen:
by Koub
Tue Feb 24, 2015 6:58 pm
Forum: Show your Creations
Topic: First attempt at a main bus system
Replies: 10
Views: 46653

Re: First attempt at a main bus system

The map where I did my best main bus attempt, I realised that I had not enough throughput for all the green circuits I produced. I would advice to use the main bus for the parts that need reasonable quantities of greens, and to have dedicated green production for blue (and eventually red) circuits. ...
by Koub
Mon Feb 23, 2015 11:58 am
Forum: Gameplay Help
Topic: [0.11.16]Difficulty parameter
Replies: 7
Views: 2762

Re: [0.11.16]Difficulty parameter

Kill'em. Kill'em all (Metallica fan inside :mrgreen: ). Or you can try and invite them for lunch, but you wouldn't be pleased to learn what they eat I guess ^^ More seriously : - first with your handgun - as soon as you have SMG, with the SMG - as soon as you have gun turrets, turrets ftw, with one ...
by Koub
Sun Feb 22, 2015 8:15 am
Forum: Resolved Problems and Bugs
Topic: [0.11.16] Holding Blueprints While Mining
Replies: 3
Views: 1329

Re: [0.11.16] Holding Blueprints While Mining

For such a problem, another suggestion has been emitted in another thread : that trees be marked for deconstruction upon blueprint placement, and do not block blueprint placement.
Well I think it was already suggested, if not, then it's a bright idea I just had \o/ :mrgreen:
by Koub
Tue Feb 17, 2015 8:50 pm
Forum: Ideas and Suggestions
Topic: Option for tree density in the map generator
Replies: 12
Views: 10231

Re: Option for tree density in the map generator

bigyihsuan: Maybe you used the option for water only in starting area? That reliably turns the world into a desert :-) Well that explains why my recent worlds all looked so ugly. Any reason why it's like this? Deserts tend to exist where there is no water, this is true also for the real world. :p H...
by Koub
Tue Feb 17, 2015 11:46 am
Forum: Ideas and Suggestions
Topic: Option for tree density in the map generator
Replies: 12
Views: 10231

Re: Option for tree density in the map generator

By the way, at least a little forest chance near starting area when "water only in starting area" would be cool No way, desert worlds are already overpowered, their only weakness is a slower start. I disagree. There is nothing in desert worlds to hinder your pollution, thus attracting bit...
by Koub
Mon Feb 16, 2015 9:08 pm
Forum: Ideas and Suggestions
Topic: Option for tree density in the map generator
Replies: 12
Views: 10231

Re: Option for tree density in the map generator

bigyihsuan: Maybe you used the option for water only in starting area? That reliably turns the world into a desert :-) By the way, at least a little forest chance near starting area when "water only in starting area" would be cool, I find it a bit tedious to distribute power to your facto...
by Koub
Mon Feb 16, 2015 9:01 pm
Forum: Gameplay Help
Topic: Issue with oil supply and railways
Replies: 9
Views: 4773

Re: Issue with oil supply and railways

The question is also : do you use some of your oil to make solid fuel for a hundreds of steam engines and for hundreds of steel furnaces ? Or does all your oil production go into petroleum gas via advanced oil refining and heavy/light oil cracking, all that powered by hardcore solar panel farms ?
by Koub
Fri Feb 13, 2015 4:33 am
Forum: Ideas and Suggestions
Topic: Be able to see your electric networks wherever you are ☸
Replies: 10
Views: 18329

Re: Be able to see your electric networks wherever you are

But generally spoken: might be quite useful, if the networks are sortable (size, connections, generated power, used power etc. etc) I would add if you can name your networks to help you recognize them, and why not, add a feature to see the network you're hovering above in your network list with an ...
by Koub
Wed Feb 11, 2015 6:54 am
Forum: Not a bug
Topic: Requester chest content ignored in logistic network conditio
Replies: 7
Views: 4263

Re: Requester chest content ignored in logistic network cond

Yes that's what I'll do in my next world :)
by Koub
Tue Feb 10, 2015 9:28 pm
Forum: Not a bug
Topic: Requester chest content ignored in logistic network conditio
Replies: 7
Views: 4263

Re: Requester chest content ignored in logistic network cond

Thanks. I use a requester chest to ... request ingredients to craft requester/provider chests, and I thought that I could use that same chest as output for the assembly machine that produced the smart chests, but I wanted to limit the amount of smart chests buffered to one stack. I'll know next time...
by Koub
Tue Feb 10, 2015 9:20 pm
Forum: Multiplayer
Topic: Lan multiplayer with same account? Also piracy.
Replies: 17
Views: 20383

Re: Lan multiplayer with same account? Also piracy.

many think that games and movies are not worth the 15 euros (most of the times lol more) to buy. Yeah, but : one movie, 15€, 2 hours of watching movie, that's 7.5€/h One Factorio, 15€, 500 hours of gameplay, that's a whopping ... 3 cts/h And that's "only" for 500 hours of play :) I know s...
by Koub
Tue Feb 10, 2015 6:12 pm
Forum: Not a bug
Topic: Requester chest content ignored in logistic network conditio
Replies: 7
Views: 4263

Requester chest content ignored in logistic network conditio

Tested in version [0.11.15] (not enough room in the title for the version :)) I just realized, after unwillingly building 1400 steel chests plus 2100 smart chests that requester chest content does not figure in the logistic system storage inventory. Thus a smart inserter with logistic network condit...
by Koub
Tue Feb 10, 2015 5:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.2][Oxyd] chests asking too much drives bots mad
Replies: 5
Views: 4293

Re: [0.10.2] requester chest asking too much drives bots mad

Not really : they spend all their time going back and forth between the requester chest and the surrouding roboports to recharge. Thus, they don't stop moving, and are not particularly easy to pick-up.
by Koub
Sun Feb 08, 2015 9:10 am
Forum: Resolved Problems and Bugs
Topic: [0.10.2][Oxyd] chests asking too much drives bots mad
Replies: 5
Views: 4293

Re: [0.10.2] requester chest asking too much drives bots mad

Sorry for the necro, but this is still true with [0.11.15]. I have the problem when I limit a requester chest's capacity with the red cross to lower than what requested items would need. Here is a screenshot, and the revelant savegame. I have surrounded the requester chest. Factorio requester should...
by Koub
Sat Feb 07, 2015 9:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Some items are not deconstructed
Replies: 4
Views: 1070

Re: [0.11.15] [kovarex] Some items are not deconstructed

Do you have many open deconstruction tasks? See this: https://forums.factorio.com/forum/viewtopic.php?f=23&t=5653 and https://forums.factorio.com/forum/viewtopic.php?f=23&t=8353 - I don't have a shitload of unreachable entities marked for deconstruction out of logistic network's reach :ugee...
by Koub
Sat Feb 07, 2015 11:13 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Some items are not deconstructed
Replies: 4
Views: 1070

[0.11.15] [kovarex] Some items are not deconstructed

Hi, I have searched in all bug reports speaking of deconstruction bugs, and couldn't find the same, even if there are some similar that have been resolved already. I have ordered the deconstruction of a line of belts, and some of them do not get deconstructed, whereas : - I have construction bots id...
by Koub
Sat Feb 07, 2015 10:47 am
Forum: General discussion
Topic: Best way to clear forest?
Replies: 9
Views: 4754

Re: Best way to clear forest?

Water only in starting area option on map creation.
Forests removed before even you start to play :)

Else, poison caps or construction bots if I have a roboport nearby.
by Koub
Fri Feb 06, 2015 9:32 pm
Forum: Implemented Suggestions
Topic: Always maximize toolbelt stacks
Replies: 3
Views: 1270

Re: Always maximize toolbelt stacks

You, sir, win the internets tonight :)
Thanks a LOT for the tip ^^

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