Search found 239 matches
- Fri Jun 07, 2019 1:17 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 34564
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 al...
- Mon May 20, 2019 10:47 pm
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 34542
- Fri May 17, 2019 8:44 pm
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 34542
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
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
- Fri May 03, 2019 6:11 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 55333
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. Someth...
- Sun Apr 14, 2019 12:20 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 36033
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...
- Sat Apr 13, 2019 12:41 am
- Forum: Releases
- Topic: Version 0.17.31
- Replies: 5
- Views: 11112
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.
- Mon Apr 08, 2019 12:53 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71678
Re: Friday Facts #274 - New fluid system 2
No. Scorpiontron instead of Spidertron !!!!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?
- Fri Apr 05, 2019 2:24 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 23880
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...
- Thu Apr 04, 2019 11:18 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 23880
Re: Version 0.17.25
Half your posts seem to have been written when pissed.SuperSandro2000 wrote: ↑Thu Apr 04, 2019 9:58 pmNo, it isn't and I was pretty pissed when I wrote that. Luckily they wan't to revert it in the next patch.
Seems they didn't hear your command.SuperSandro2000 wrote: ↑Thu Apr 04, 2019 9:58 pmWell we are more in beta territory by now even if they still call it alpha.
- Mon Apr 01, 2019 1:00 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 27660
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 ...
- 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: 490
[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...
- Wed Mar 20, 2019 3:20 am
- Forum: Duplicates
- Topic: [0.17.14] bots endlessly circling between roboport and empty space
- Replies: 2
- Views: 667
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
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
- Sun Mar 17, 2019 5:35 pm
- Forum: Duplicates
- Topic: [0.17.14] bots endlessly circling between roboport and empty space
- Replies: 2
- Views: 667
[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...
- 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: 1018
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&q...
- Mon Mar 11, 2019 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39233
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 ...
- Mon Mar 11, 2019 2:49 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39233
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...
- Fri Mar 08, 2019 3:49 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39233
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&q...
- Thu Mar 07, 2019 6:27 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 65146
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 ...
- Thu Mar 07, 2019 2:42 pm
- Forum: Releases
- Topic: Version 0.17.7
- Replies: 26
- Views: 19666
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.
- Thu Mar 07, 2019 2:17 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 65146
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...