Search found 92 matches
- Wed Sep 17, 2014 2:11 am
- Forum: Pending
- Topic: [0.10.9][kovarex] Placing ghosted signals at ghosted tracks
- Replies: 8
- Views: 6154
Re: [0.10.9][kovarex] Placing ghosted signals at ghosted tra
I think the problem is inconsistent behavior with manually-placed signals vs. blueprinted signals. When a signal is manually placed, its orientation is automatically adjusted to connect to an adjacent track. Signals in a blueprint will be whatever orientation the blueprint is saved in, even if they'...
- Tue Sep 16, 2014 8:21 pm
- Forum: 1 / 0 magic
- Topic: [0.10.8] V-sync doesn't work / excessive framerate
- Replies: 6
- Views: 7628
Re: [0.10.8] V-sync doesn't work / excessive framerate
Already asked and aswered. Check the next thread: https://forums.factorio.com/forum/viewtopic.php?f=49&t=5145&p=39782&hilit=low+fps#p39782 Ok, but it limits the fps to 30, but what if he just wants to have 60? (I personally hate to play on 30). What graphics card you use? The vsync seem...
- Tue Sep 16, 2014 8:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.x] [kovarex] Recipe tooltip counts
- Replies: 19
- Views: 9054
Re: Incorrect amunt of items
I know what it's doing. When crafting in-hand, the game satisfies component requirements top-down and depth-first. It noticed that you don't have any tier 3 productivity modules, so it earmarked the requisite items in your inventory for that recipe, on the assumption you'd be cratfing them in-hand t...
- Tue Sep 16, 2014 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] admin permission required during update
- Replies: 4
- Views: 1503
Re: [0.10.x] admin permission required during update
I would argue this is notabug. The Windows NT lineage (including XP, Vista, 7, 8, et al) is an inherently multi-user system, and part of its design philosophy is that something that affects other users should require elevated privileges. The current design assumption is that Factorio is installed so...
- Tue Sep 16, 2014 7:28 pm
- Forum: General discussion
- Topic: My starting position
- Replies: 11
- Views: 3854
- Tue Sep 16, 2014 7:23 pm
- Forum: General discussion
- Topic: How big is your save game folder?
- Replies: 13
- Views: 5648
Re: How big is your save game folder?
How do you guys have such huge saves? I have 13 saves and not one is over 16MB.
- Tue Sep 16, 2014 4:23 am
- Forum: General discussion
- Topic: Mining bases
- Replies: 3
- Views: 2006
Re: Mining bases
I leave the rails and train stop there, so I can hop in a train and make it auto path to it, but I usually tear down everything else. I'm experimenting with preemptive defense, using radars to detect biter settlements on the edges of my pollution cloud as they're happening so I can intervene. So far...
- Tue Sep 16, 2014 4:13 am
- Forum: Show your Creations
- Topic: My First Research Facility
- Replies: 9
- Views: 5148
Re: My First Research Facility
Second, your ratio between red an green doesnt fit :). Make equal assembly for both. Eh, close but not quite. The theoretical ratio, assuming you use tier 1 assemblers for red/green and tier 2 for blue, is 5:6:8 red-green-blue. One to one will work well enough, but there's always that plus one ;) I...
- Mon Sep 15, 2014 4:56 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio crashes upon installing updates
- Replies: 25
- Views: 9072
Re: Factorio crashes upon installing updates
Confirmed still present in 0.10.11.
If I were to speculate it may have something to do with not closing the D3D context properly.
If I were to speculate it may have something to do with not closing the D3D context properly.
- Mon Sep 15, 2014 8:16 am
- Forum: Implemented mod requests
- Topic: Units and UnitGroups
- Replies: 3
- Views: 3336
Re: Units and UnitGroups
You could always make your "unit" an EntityWithHealth and spam Entity.teleport() Unfortunately that's the current state of Factorio modding. To make things that differ even slightly in behavior from something in the vanilla game, you have to go all the way back to a basic class that does n...
- Mon Sep 15, 2014 7:46 am
- Forum: Gameplay Help
- Topic: Self defending independent radar layout
- Replies: 11
- Views: 13317
Re: Self defending independent radar layout
Biters won't make special trips to attack radars; if your radar outposts are getting attacked, those outposts are simply unlucky enough to be on their path to something that's pissing them off, like a mining outpost or coal-fired power plant. So it could be as simple as careful placement based on kn...
- Mon Sep 15, 2014 7:39 am
- Forum: Gameplay Help
- Topic: Biters Teleporting, Or Coming from the ground?
- Replies: 4
- Views: 2632
Re: Biters Teleporting, Or Coming from the ground?
We can take some educated guesses at how biter assault AI works based on hints in the changelog. First of all, there's a "circle of rage". I don't know how it's established or calculated, but it tends to be centered on high concentrations of active, polluting buildings. EVERYTHING in this ...
- Wed Aug 27, 2014 7:46 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 259443
Re: Tips & Tricks
Something easily missed is that Radars give a line of sight around them, this is good for keeping tabs on your distant bases if they get attacked and to see how big the attack is. You can see the LOS given in the image below, taken from map view. Yes, but there's one gotcha here. The map is updated...
- Fri Aug 22, 2014 5:39 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 131777
Re: Attacking biters with turrets makes all weapons pointles
IMO, the problem is balance. The only reason I use turrets to kill off a biter nest is big/medium worms. I believe they appear too early in the game, when the player can't handle them. Shit, even in the endgame I can't really handle them without turret creeping. I think that's the biggest problem; ...
- Fri Aug 22, 2014 6:30 am
- Forum: General discussion
- Topic: Factorio Lore
- Replies: 22
- Views: 10197
Re: Factorio Lore
I think the campaign gives us most of our answers. Our hero never was supposed to be here -- his ship suffered some catastrophic failure, spilled its guts all over the hemisphere, and somehow left him alive, but with next to no supplies, on a tentatively colonized planet where the colonies are quick...
- Thu Aug 21, 2014 9:08 pm
- Forum: Gameplay Help
- Topic: More trains vs. longer trains
- Replies: 16
- Views: 23418
Re: More trains vs. longer trains
I'm changing my train system to use big trains to bring ores from remote outposts to a central station near my base and then smaller trains to bring the stuff from there to processing in the base. This is the way I found to upgrade the capacity of my rail system, without changing the existing stati...
- Thu Aug 21, 2014 9:25 am
- Forum: Gameplay Help
- Topic: More trains vs. longer trains
- Replies: 16
- Views: 23418
More trains vs. longer trains
There's a lot of angles on this that I don't have a good idea of how to test. I played around in sandbox a bit adding empty cars to a train, and found that the speed penalty is surprisingly small. Assuming how full a car is doesn't influence the speed of the train, longer trains is unquestionably th...
- Thu Aug 21, 2014 6:37 am
- Forum: Implemented Suggestions
- Topic: The noise from logistics robots / Drone sounds
- Replies: 20
- Views: 17368
Re: The noise from logistics robots
IMO the sound should be changed entirely. None of this sci-fi bleeping. Go for something a bit more realistic -- a persistent buzzing or whirring noise, similar to a quadcopter or RC helicopter in flight, preferably with doppler pitch-shifting applied. A base dominated by logistics bots should liter...
- Wed Aug 20, 2014 11:36 pm
- Forum: General discussion
- Topic: Dumbest way to take out a spawner
- Replies: 11
- Views: 5454
Re: Dumbest way to take out a spawner
Spawner has about 300HP, car 500? Ramming a single spawner with a car is a valid tactic. No joke, this is how I get most of my artifacts early game, if the evolution factor drifts too high and I get a significant amount of big biters before I'm geared for turret creep.If I'm really desperate I'll h...
- Sun Aug 17, 2014 10:57 pm
- Forum: Not a bug
- Topic: [0.10.8] Trains cannot path to a station "behind" them
- Replies: 3
- Views: 1764
Re: [0.10.8] Trains cannot path to a station "behind" them
So the "drive" locomotive MUST be the locomotive to park at the station? I can't imagine that's desired.jeroon wrote:The station is on the wrong side of the track for the locomotive in the back, it always has to be on the right-hand side of the track.