Search found 219 matches

by meganothing
Fri Jun 07, 2019 1:17 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 10123

Re: Friday Facts #298 - Demo upgrade for Stable

Wouldn't it be more intuitive to insert directly into the broken structure the same one would insert into a working structure? Not really. Then you would have the confusion from the one structure that changes its state from "you cant open it" to "you can open it". Practically all games with builtab...
by meganothing
Mon May 20, 2019 10:47 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 12019

Re: Friday Facts #295 - New design for the chemical plant

testasdf wrote:
Mon May 20, 2019 1:37 pm
It may also offend some people actually working in a chemical plant.
Just wow. :shock:
by meganothing
Fri May 17, 2019 8:44 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 12019

Re: Friday Facts #295 - New design for the chemical plant

Big Improvement with the plant.

The first of the rotations in the second picture looks like the round tub should protrude out of the left side. All the others look fine since the glass window seems to be either more flat or on the side instead of in the middle block
by meganothing
Fri May 03, 2019 6:11 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 15819

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Re: interesting stories that spread themselves: The 3D game engine of last week might be a hook to get game magazines to talk about Factorio. And surely won't appeal to the wrong crowd 8-) You could also host a "massive multiplayer event" like the test event that happened last week. Something like 1...
by meganothing
Sun Apr 14, 2019 12:20 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 11056

Re: Friday Facts #290 - Rail building changes & High-res icons

I must confess I never knew about the method of holding shift while starting the rail planner. So I always had a hard time laying rails through forests and often used blueprints to get around the limitation. Could someone explain to me what the problem with the change is for early game? If you don't...
by meganothing
Sat Apr 13, 2019 12:41 am
Forum: Releases
Topic: Version 0.17.31
Replies: 5
Views: 9077

Re: Version 0.17.31

MeganothBot welcomes back FactorioBot. It is positive that sub-cybernetic usurper Kovarex was repelled after only 4 hours of occupation.
by meganothing
Mon Apr 08, 2019 12:53 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 20492

Re: Friday Facts #274 - New fluid system 2

Bizz Keryear wrote:
Sat Feb 02, 2019 6:10 am
Animal named after the game (kovarex)
...
this Scorpion has to make it into the game ... Bossmob?
No. Scorpiontron instead of Spidertron !!!!
by meganothing
Fri Apr 05, 2019 2:24 pm
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 11685

Re: Version 0.17.25

Well gameplay wise it is feature complete. Nothing planned there. You are right that it feels like beta when viewed from outside. But there is no automatism there, there is no beta-switch hanging in Wubes office that measures the rate of new features and when it goes below some limit turns the deve...
by meganothing
Thu Apr 04, 2019 11:18 pm
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 11685

Re: Version 0.17.25

SuperSandro2000 wrote:
Thu Apr 04, 2019 9:58 pm
No, it isn't and I was pretty pissed when I wrote that. Luckily they wan't to revert it in the next patch.
Half your posts seem to have been written when pissed.
SuperSandro2000 wrote:
Thu Apr 04, 2019 9:58 pm
Well we are more in beta territory by now even if they still call it alpha.
Seems they didn't hear your command.
by meganothing
Mon Apr 01, 2019 1:00 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 9091

Re: Friday Facts #288 - New remnants, More bugs

First of all, yes, remnants are a very minor problem, but I guess the art guy(s) need something to do. (May I suggest more animations for the spidertron ;) ) Whether a remnant should collide with the player: Since remnants could be used as indestructible walls if remnants collided with enemies like ...
by meganothing
Sat Mar 30, 2019 5:10 pm
Forum: Not a bug
Topic: [0.17.23] bots endlessly circling between roboport and empty space
Replies: 1
Views: 93

[0.17.23] bots endlessly circling between roboport and empty space

Here is an example of bots trying to cross some space without roboport or without robotport of their own logistics net and then turn around and go back to the roboport. They reload their batteries, then try to do the same route again and turn around again. Ad infinitum. To see it yourself: Go to rob...
by meganothing
Wed Mar 20, 2019 3:20 am
Forum: Duplicates
Topic: [0.17.14] bots endlessly circling between roboport and empty space
Replies: 2
Views: 121

Re: [0.17.14] bots endlessly circling between roboport and empty space

Maybe. I did test my save game with 0.17.16 where the bug allegedly was fixed and they still do the loop.

I assume the bug fix only prevents new bots from going into this loop and doesn't stop already looping bots from looping? Because if not, then at least this bug here isn't fixed yet
by meganothing
Sun Mar 17, 2019 5:35 pm
Forum: Duplicates
Topic: [0.17.14] bots endlessly circling between roboport and empty space
Replies: 2
Views: 121

[0.17.14] bots endlessly circling between roboport and empty space

Here is an example of bots trying to cross some space without roboport, then shortly before they have no energy, turn around and go back to the roboport. They reload their batteries, then try to do the same route again and turn around again. Ad infinitum. Surprisingly I could not find a bug report a...
by meganothing
Sat Mar 16, 2019 3:34 am
Forum: Not a bug
Topic: New campaign mode (0.17 beta) - got stuck on the loader
Replies: 3
Views: 184

Re: New campaign mode (0.17 beta) - got stuck on the loader

Played the scenario and although I am a player with hundreds of hours was stumped for a minute and tried to insert plates into the feeder by hand. I assume my confusion was because of 1) previous steps being manual 2) a feeder being an unknown thingy and 3) compilatron saying "Feed Items here". Soun...
by meganothing
Mon Mar 11, 2019 3:50 pm
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 13703

Re: Offshore pump at start of game

My question was what happens when the ore is one pixel nearer the pick up line than the coal? In the past the burner inserter would pick up ore despite there being coal on the tile as well as ore because the ore was nearer the pickup point. It isn't only nearer. If the ore is slightly in front (by ...
by meganothing
Mon Mar 11, 2019 2:49 pm
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 13703

Re: Offshore pump at start of game

Maybe. Have to test it again. I noticed it with ores. Have you tested it on a moving belt? A belt that itsn't compressed? Last I checked a burner inserter wouldn't wait for coal when low on fuel but keep shoveling ore into a furnace and run out of energy when fuel is sparse on the belt. Burner inse...
by meganothing
Fri Mar 08, 2019 3:49 am
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 13703

Re: Offshore pump at start of game

You can screw it up. But even if you remove the pipes if you do it in the right order the water will back flow back into the pump (right?). Or if you leave the last pipe piece to the pump that will retain water. But lets assume we screwed this up. Just like burner inserters flashing "no fuel" the p...
by meganothing
Thu Mar 07, 2019 6:27 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 17607

Re: Friday Facts #284 - 0.17 experimental

Hahahaha, well maybe... I understand you have to limit the features and options or this becomes a bit wild. It may be practical to redirect any train but this may lead to miss-clicks and diverting trains into places there is no return or there is some problem. Calling any train to a point... i can ...
by meganothing
Thu Mar 07, 2019 2:42 pm
Forum: Releases
Topic: Version 0.17.7
Replies: 26
Views: 11661

Re: Version 0.17.7

As in the link of the ticket I opened, Rseding91 said it was corrected and will roll out in 17.8. They'll try to put it fast Obviously the first version that fixes the situation still has to be downloaded so the warning is still there in version 17.8. But I don't see it mentioned in the fixes list.
by meganothing
Thu Mar 07, 2019 2:17 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 17607

Re: Friday Facts #284 - 0.17 experimental

Here comes the BUT, can you please make it possible that if you are inside a train (maybe inside the locomotive) you can ctrl+click in your map to go-to there with the train you are into without opening that particular train GUI? It's probably not that easy, but as soon as that feature is in, the n...

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