Search found 6811 matches
- 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...
- 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

- 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. ...
- 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 ...
- 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/
Well I think it was already suggested, if not, then it's a bright idea I just had \o/
- 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...
- 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...
- 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...
- 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 ?
- 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 ...
- 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 
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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.
Forests removed before even you start to play
Else, poison caps or construction bots if I have a roboport nearby.
- 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 ^^
Thanks a LOT for the tip ^^