Search found 111 matches
- Wed Jan 10, 2018 7:54 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
Re: [MOD 0.14] Alien Biomes
This might be something better reported to Factorio devs but... this makes the new game settings window awkwardly huge. I guess from the number of biomes. Also the collision on these trees seems a little wonky: https://i.imgur.com/kCulJer.png https://i.imgur.com/nPxQDEf.png (not using any collision ...
- Fri Jan 05, 2018 7:57 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
The topic of bots has been something I've been modding to adjust for a bit, but I think bots are just one facet of the bigger issue of "free/resourceless/infinite" power. The argument goes like this: <good arguments> I therefore suggest the real issue here is free infinite power through s...
- Fri Jan 05, 2018 7:40 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
The topic of bots has been something I've been modding to adjust for a bit, but I think bots are just one facet of the bigger issue of "free/resourceless/infinite" power. The argument goes like this: Bots are too powerful because their cost is negligible. The one-time cost of building any...
- Fri Jan 05, 2018 7:28 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
Another option might be to remove roboport logistics areas linking? Could see logistics bots working in small defined areas to help support max speed beaconed buildings (which being the UPS peak is the megabase design), but the logistics bots can't move out of their roboport's zone. Construction bo...
- Fri Jan 05, 2018 7:25 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
Oh, another thought. There's already an achievement for not using logistics. So... I think this sort of thing is good? It encourages people to try out the belt only playstyle as is, without forcing it.
- Fri Jan 05, 2018 7:23 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
Play any other sandbox game akin to this-- Subnautica, Minecraft, Starbound, No Man's Sky, etc-- and you'll notice one thing. There's very little practical automation. You're expected to gather all your resources manually (maybe you can put down some kind of "check on it later" auto miner ...
- Tue Apr 25, 2017 4:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Desync report
- Replies: 1
- Views: 864
[0.15.1] Desync report
log file: 0.001 2017-04-25 09:15:12; Factorio 0.15.1 (build 29050, win64, alpha) 0.001 Operating system: Windows 7 Service Pack 1 0.001 Program arguments: "C:\Users\Kio\Desktop\Factorio\bin\x64\factorio.exe" "--mod-directory" "modskioku" "--mp-connect" "<...
- Mon Apr 24, 2017 9:03 pm
- Forum: Not a bug
- Topic: [0.15.1] Minimap will not display pollution
- Replies: 1
- Views: 547
[0.15.1] Minimap will not display pollution
We're actually not sure if this is a bug or intended...
Although going into map mode allows pollution to display on the fullsized map, there does not appear to be any way to enable pollution on the minimap in the new UI.
Although going into map mode allows pollution to display on the fullsized map, there does not appear to be any way to enable pollution on the minimap in the new UI.
- Mon Apr 24, 2017 7:33 pm
- Forum: Duplicates
- Topic: [0.15] BLueprint library crash on: "BlueprintRecord::isAvailable"
- Replies: 7
- Views: 2987
[0.15] BLueprint library crash on: "BlueprintRecord::isAvailable"
Attempted to delete an empty blueprint book in my personal library while in multiplayer. 0.000 2017-04-24 12:28:05; Factorio 0.15.0 (build 29027, win64, alpha) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Program arguments: "C:\Users\Kio\Desktop\Factorio\bin\x64\factorio.exe" &qu...
- Tue Jan 17, 2017 2:47 am
- Forum: Balancing
- Topic: Assemblers... tier 1, 2 and 3
- Replies: 6
- Views: 3043
Assemblers... tier 1, 2 and 3
Aside from crafting speed, power drain, and module slots... each assembler also has ingredient restrictions. Tier 2 assemblers, ie "the blue ones" can accept 4 which is not too bad (though they cannot craft refineries, and tier 3 assemblers need oil industry to already be established). The...
- Fri Jan 13, 2017 5:03 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 69049
Re: Friday Facts #173 - Nuclear stuff is almost done
So the emphasis will be on ore processing instead of cyclic system design...
Disappointing for me, honestly... was looking forward to that a lot more than a sprinkling of Angel's-esque flavor.
Disappointing for me, honestly... was looking forward to that a lot more than a sprinkling of Angel's-esque flavor.
- Tue Jan 10, 2017 5:01 pm
- Forum: 1 / 0 magic
- Topic: [14.21] Uknown CTD on startup
- Replies: 7
- Views: 2029
Re: [14.21] Uknown CTD on startup
I think lot of people just don't report issues ... especially if they happen just once. Thank you for the report. As I understand it, it happend once in many many starts of the game ... I looked at the line on which it crashed, but didn't see anything out of ordinary. I think it might have been cos...
- Tue Jan 10, 2017 2:40 am
- Forum: 1 / 0 magic
- Topic: [14.21] Uknown CTD on startup
- Replies: 7
- Views: 2029
[14.21] Uknown CTD on startup
0.000 2017-01-09 19:37:34; Factorio 0.14.21 (build 25327, win64, alpha) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Program arguments: "C:\Users\Kio\Downloads\Factorio_0.14.3\bin\x64\factorio.exe" "--mod-directory" "modsnight" 0.000 Read data path: C:/Users/...
- Thu Dec 29, 2016 11:23 pm
- Forum: Mods
- Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
- Replies: 90
- Views: 35157
Re: [MOD 0.13] AutoPvP - automated PvP map and forces
Does this mod give players a way to join existing forces? Spacebook is overkill for what I want to do and I want it to be automated, but I also don't want every player to be FFA (unless they want to be..)
- Fri Dec 23, 2016 7:01 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 30704
Re: Friday Facts #170 - Blueprint library GUI design and redesign
I really hope you have given some thought on how this will handle massive blueprint collections.
- Sun Sep 25, 2016 4:36 am
- Forum: Pending
- Topic: [Kovarex] [14.9] Server stutters on player disconnect with NAT
- Replies: 3
- Views: 1064
Re: [Kovarex] [14.9] Server stutters on player disconnect with NAT
Ok. I haven't seen it on my mono-server (a small VM with only 1 factorio instance, only 1 IP and no special routing), which is why I thought maybe factorio was acting funny with NAT. But I'm definitely seeing it now.
- Sat Sep 24, 2016 6:48 pm
- Forum: Pending
- Topic: [Kovarex] [14.9] Server stutters on player disconnect with NAT
- Replies: 3
- Views: 1064
[Kovarex] [14.9] Server stutters on player disconnect with NAT
When a player disconnects from a multiplayer session with a server behind NAT implemented with iptables, all players still in game will momentarily see the 'Server is not responding' progress bar. The exact time before the server starts responding again varies, can be less than a second or several s...
- Sat Sep 24, 2016 10:53 am
- Forum: Technical Help
- Topic: [0.14.8] Bind factorio to a specific IP address
- Replies: 1
- Views: 653
Re: [0.14.8] Bind factorio to a specific IP address
Figured out a workaround using iptables NAT + firewalling, still would be nice to be able to bind directly..
- Fri Sep 23, 2016 10:54 am
- Forum: Technical Help
- Topic: [0.14.8] Bind factorio to a specific IP address
- Replies: 1
- Views: 653
[0.14.8] Bind factorio to a specific IP address
Hi, I'm wondering if there's a way I can bind factorio to a specific IP/interface, instead of having it listen across all of them. I could not find a setting for this. It seems there are namespaces via the 'ip' program that can force an all-binding daemon to bind to a specific IP, but it would be ea...
- Wed Sep 21, 2016 3:18 am
- Forum: Ideas and Suggestions
- Topic: v.14: Server speed scaling without disabling achievements
- Replies: 4
- Views: 1109
Re: v.14: Server speed scaling without disabling achievements
I agree, but if we had something like this, it solves both problems at once...