Search found 174 matches

by arl85
Fri Nov 14, 2014 12:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] tank interface - placeholder in text
Replies: 7
Views: 2643

Re: [0.11.1] tank interface - placeholder in text

cube wrote:... and master (0.11.2) in italian too :-)
I use English language (even if my system is configured in Italian). X64 zip package updated by ingame-update-downloader

I'll check in this (11.2) release asap
by arl85
Sun Nov 02, 2014 8:32 am
Forum: Not a bug
Topic: [0.11.1] car cannot destroy trees anymore
Replies: 4
Views: 2162

Re: [0.11.1] car cannot destroy trees anymore

I think that actually matches what would happen if you drove a real can into real tree almost...because in Factorio car receives a minimum amount of damage when hitting a tree. Since you cannot fire from car anymore, you cannot even open "road" between forests firing with a shotgun or fla...
by arl85
Fri Oct 31, 2014 9:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1][minor]train speed still without units
Replies: 1
Views: 848

[0.11.1][minor]train speed still without units

car and tank have speed in km/h but trains are still without units (speed: 0.10)
by arl85
Fri Oct 31, 2014 9:12 pm
Forum: Not a bug
Topic: [0.11.1] car cannot destroy trees anymore
Replies: 4
Views: 2162

[0.11.1] car cannot destroy trees anymore

0.11 release notes wrote:New physics for cars. Car now does very little damage when colliding.
I intended it like "car will suffer less damages" but this indeed means that car cannot destroy anything anymore: and it seems very strange because max speed is over 90 km/h and as soon a tree is hit car stops abruptly.
by arl85
Fri Oct 31, 2014 9:05 pm
Forum: Implemented Suggestions
Topic: [0.11] gates should be placeable over walls
Replies: 4
Views: 1408

[0.11] gates should be placeable over walls

as boilers over pipes or fast transport belts over normal transport belts, gates should be placeable directly over walls.
by arl85
Fri Oct 31, 2014 9:03 pm
Forum: Balancing
Topic: Transport belt to ground: cost inconsistancies.
Replies: 12
Views: 19664

Re: Transport belt to ground: cost inconsistancies.

in 0.11.1 express splitters now need lubricant, I think express belt to ground really needs to use lubricant, as OP suggested.
by arl85
Fri Oct 31, 2014 8:45 pm
Forum: Balancing
Topic: About (raw) wood recipes
Replies: 5
Views: 11091

Re: About (raw) wood recipes

kovarex wrote:Thanks for the info, it has been fixed for 0.11
wood fuel value has been fixed, but stacks are still unchanged.
bobingabout wrote:I agree, wood should stack to at least double that of raw wood. (at least 100.)
by arl85
Fri Oct 31, 2014 8:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] inventory not sorted in sandbox mode
Replies: 1
Views: 734

[0.11.1] inventory not sorted in sandbox mode

In this game, build wood: it should be sorted but it appears at first free slot
by arl85
Fri Oct 31, 2014 8:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] tank interface - placeholder in text
Replies: 7
Views: 2643

[0.11.1] tank interface - placeholder in text

If you try to put any item in ammo slot you receive "__1__ cannot be used as ammo"

if you try to put regular bullets in cannon ammo slot you receive "__1__ cannot be used as ammo for __2__"
by arl85
Fri Oct 31, 2014 12:53 pm
Forum: Implemented Suggestions
Topic: Request For Items in Inventory To Be Put In Storage
Replies: 1
Views: 3243

Re: Request For Items in Inventory To Be Put In Storage

yes, already suggested (herebut also somewhere else ).

At the moment you can simply carry an active provider chest with you and fill it with items you want to be transfered to storage.
by arl85
Wed Oct 08, 2014 11:59 am
Forum: Balancing
Topic: Transport belt to ground: cost inconsistancies.
Replies: 12
Views: 19664

Re: Transport belt to ground: cost inconsistancies.

I agree that underground transport should require at least some transport belts of the same type (normal, express, etc...)
by arl85
Wed Oct 08, 2014 11:58 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Long distance pipes and pumps
Replies: 37
Views: 326385

Re: Long distance pipes and pumps

Quite interesting stuff. How did you measure/calculated that? for small pumps, calculation should be 0.5 fluid/tick * 60 ticks/sec = 30 fluid/sec but for normal pipes I don't know. I was expecting something like 1 fluid/tick * 60 ticks/sec = 60 fluid/sec and it to remain constant for all the length...
by arl85
Sun Oct 05, 2014 6:38 am
Forum: Implemented Suggestions
Topic: Fast replace of modules
Replies: 4
Views: 2842

Re: Fast replace of modules

or even if you want to change from machine GUI, simply let modules replace other modules without having to manually remove the old one.
the behavior should be like replacing normal belts with fast belts: no need to remove the old one. just this will save you lot of time.
by arl85
Fri Oct 03, 2014 8:30 pm
Forum: Gameplay Help
Topic: How to control how much is on a belt at once?
Replies: 13
Views: 7186

Re: How to control how much is on a belt at once?

Third: I'm having problems finding a solid tutorial for for Smart Inserters. The belts lane page on the wiki (https://forums.factorio.com/wiki/inde ... /Belt_lane) shows a smart inserter pulling one material off a converyer line and putting it on another. I cant for the life of me figure out the in...
by arl85
Fri Oct 03, 2014 6:40 pm
Forum: Not a bug
Topic: [0.10.12] misleading message on productivity modules use
Replies: 9
Views: 6355

Re: [0.10.12] misleading message on productivity modules use

Wood is currently raw material: [...] you're right, but still its creation cannot use productivity modules. But I found how this thing is managed. indata\base\prototypes\item\module.lua there's the productivitymodulelimitation function that lists products you can use prod module with. function prod...
by arl85
Fri Oct 03, 2014 11:58 am
Forum: Not a bug
Topic: [0.10.12] misleading message on productivity modules use
Replies: 9
Views: 6355

Re: [0.10.12] misleading message on productivity modules use

It can ONLY work on intermediate items The "intermediate products" have their own tab in the crafting window (engine symbol). Everything in that tab works with the modules. well, not exactly: wood is in third tab but cannot work with modules. ok, wood seems to be an intermediate product b...
by arl85
Thu Oct 02, 2014 8:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.12] signal not splitting block
Replies: 6
Views: 1962

Re: [0.10.12] signal not splitting block

ssilk wrote:I don't think so. It is just the order you build it.
I tried building in different order but result is the same, so I think build order is not relevant.
by arl85
Wed Oct 01, 2014 6:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.12] signal not splitting block
Replies: 6
Views: 1962

Re: [0.10.12] signal not splitting block

I don't know if it could be related to signal problems, but have a look at this image
Image
by arl85
Tue Sep 30, 2014 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.12] signal not splitting block
Replies: 6
Views: 1962

[0.10.12] signal not splitting block

left roundabout is working correctly, but right one is quite strange: the signal all right is red (it should be green) and green signal leading north should be red (instead it's green) http://i62.tinypic.com/33mvn7p.png checking block numbers it seems that both signals on "north branch" ar...
by arl85
Tue Sep 30, 2014 7:50 pm
Forum: Duplicates
Topic: [0.10.12]"take screenshot" crash if no path specified
Replies: 1
Views: 2380

[0.10.12]"take screenshot" crash if no path specified

I tried to call game.takescreenshot{zoom=0.5, position={-137.5,227.5}, resolution={1200,720}} and game crashed with 21:44:40 Error None: boost::filesystem::create_directory: Impossibile trovare il percorso specificato (impossible to find specified path) but executing game.takescreenshot{zoom=0.5, po...

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