Search found 164 matches

by imajor
Thu May 25, 2017 9:45 am
Forum: Not a bug
Topic: [0.15.13] Player killed after clicking the alerts icon
Replies: 5
Views: 2092

Re: [0.15.13] Player killed after clicking the alerts icon

Yes I know, you are probably right. It was more likely a train I didn't notice. Please move it to "not a bug" or "not repro"
by imajor
Thu May 25, 2017 9:03 am
Forum: Not a bug
Topic: [0.15.13] Player killed after clicking the alerts icon
Replies: 5
Views: 2092

Re: [0.15.13] Player killed after clicking the alerts icon

That is a good point, not impossible. The reason why I posted this is that it was very similar to the resource monitor mod with previous versions, where you clicked to view a remote resource patch, and all the enemies around that patch started rushing towards the theoretical location, and killed the...
by imajor
Thu May 25, 2017 7:43 am
Forum: Not a bug
Topic: [0.15.13] Player killed after clicking the alerts icon
Replies: 5
Views: 2092

[0.15.13] Player killed after clicking the alerts icon

A remote outpost was attacked by enemies, and I got the flashing alert icon right to the toolbar showing that some entities were destroyed. I clicked the icon to see where the event is, and my health bar started decreasing really fast, and I died, while my avatar was in the safe middle of the main b...
by imajor
Sun May 07, 2017 7:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40275

Re: [0.15.1] Non-Conducting heat pipes after 60 tile

So we can't use blueprints and construction robots to build heat pipes? I haven't tested it, but based on the comments there it seems that is the case?
by imajor
Thu May 04, 2017 10:55 am
Forum: Gameplay Help
Topic: Is it possible to use one station for more than one fluid
Replies: 23
Views: 12468

Re: It not possible to use one station for more than one fluid

Good point. Is it possible to connect a pipe to the circuit network and check the content? If so then it could give a warning sound to the user when the pipes are not empty, and there is no train at the station. If not, then a tank could be placed next to the pipe, only to be able to test if the pip...
by imajor
Thu May 04, 2017 10:00 am
Forum: Gameplay Help
Topic: Is it possible to use one station for more than one fluid
Replies: 23
Views: 12468

Re: It not possible to use one station for more than one fluid

That is true, but the pumps supposed to suck all the liquids from the pipes, so when a new train arrives all the pipes supposed to be empty. Unless the previous train left too early, and the pump didn't finish removing all the liquids from the pipes.
by imajor
Thu May 04, 2017 9:20 am
Forum: Gameplay Help
Topic: Is it possible to use one station for more than one fluid
Replies: 23
Views: 12468

Re: It not possible to use one station for more than one fluid

I'm not sure I understand your setup correctly. On the top of the first picture those three pumps, are those filters for liquids? So one of them only pumps a certain type of liquid? (I thought that is not possible in factorio, but maybe that is something new in 0.15?) EDIT: after taking a second loo...
by imajor
Wed Apr 26, 2017 9:27 am
Forum: Not a bug
Topic: [0.15.2] Recipes not set on assembling mach. from blueprints
Replies: 13
Views: 3720

Re: [0.15.2] Recipes not set on assembling mach. from blueprints

Now that you can carry blueprints from one game to another this can be really frustrating. What if the assembly machines would correctly set to the recipe, but they would simply do nothing until it is researched?
by imajor
Wed Apr 26, 2017 9:24 am
Forum: General discussion
Topic: Does Math Ruin this Game?
Replies: 58
Views: 25202

Re: Does Math Ruin this Game?

I think math makes it more fun. It is much harder and challenging to come up with designs which not only works more or less, but also contains stuff in the correct ratio. But don't think it is easy. Especially if you start using modules, things complicate a lot. But on the other hand once you figure...
by imajor
Thu Apr 20, 2017 8:13 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 997748

Re: Factorio Roadmap for 0.15 + 0.16

I think I stopped somewhere around 70 rockets. Mostly because 99% of the time was spend by finding more resource patches on the map, and stamping my universal mining outpost blueprint. It was pretty boring to be honest. I think if one wants to continue playing after the first rocket (is there anyon...
by imajor
Thu Apr 20, 2017 2:29 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 997748

Re: Factorio Roadmap for 0.15 + 0.16

I think I stopped somewhere around 70 rockets. Mostly because 99% of the time was spend by finding more resource patches on the map, and stamping my universal mining outpost blueprint. It was pretty boring to be honest. I think if one wants to continue playing after the first rocket (is there anyone...
by imajor
Thu Apr 20, 2017 8:57 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 997748

Re: Factorio Roadmap for 0.15 + 0.16

NorwegianBlue wrote:If you haven't launched 1000 rockets and built a >1RPM base... there's a lot more fun to be had.
I would argue with that. With the proper blueprints extending your base to launch 10 more rockets or 100 more rockets or even 10 RPM isn't really interesting and challenging.
by imajor
Wed Oct 26, 2016 1:45 pm
Forum: Gameplay Help
Topic: Train station and circuit network
Replies: 5
Views: 6977

Re: Train station and circuit network

I don't think so. 0.14 is an unexpected release which only focuses on multiplayer. 0.15 will contain all features which was originally planned for 0.14. But correct me if I'm wrong.
by imajor
Sun Oct 16, 2016 1:59 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67822

Re: [0.13][0.14] Building Platform v1.0.2

@imajor In low frequency they are further apart. Even if you set medium size and very low frequency they a spaced, but you risk not having a working starting area. See the screenshot below, you think they are to close ? (the screen have big size, but that's the same on medium size with smaller plat...
by imajor
Sun Oct 16, 2016 9:29 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67822

Re: [0.13][0.14] Building Platform v1.0.2

I also had problems with the platform generation. I was satisfied with the shape and size of the platforms. If they were too big or too circular then the mod would be pointless I think, I could just use the same blueprints as in vanilla. And the main reason why I like this mod is because it prevents...
by imajor
Thu Aug 18, 2016 3:48 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67822

Re: [0.13] Building Platform v0.1.1

Yea, I forgot to tell, that I ended up using a cheat command turning on peace mode. I'm not a fan of fight in this game, usually trying to avoid it if possible. And this time the start of the playthrough was already slow, so I didn't want to spend time with the bitters, I wanted to experience the bu...
by imajor
Thu Aug 18, 2016 1:25 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67822

Re: [0.13] Building Platform v0.1.1

A summary of my experiences so far: Start was pretty slow, mostly because I just finished another playthrough, and it was a bit hard to start everything again. This mod doesn't really affect the beginning, and I also decided to use the no hand crafting mod (which was a mistake I think). Anyway I'm a...
by imajor
Mon Aug 15, 2016 5:42 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67822

Re: [0.13] Building Platform v0.1.1

The reason behing the limitation over the placement of the storage tank is to force player to build smart factory to process liquid instead of just add more storage when he have too many of one ressource. Makes sense, but I can do this with other resources, since chest can be placed anywhere. I thi...
by imajor
Mon Aug 15, 2016 12:54 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67822

Re: [0.13] Building Platform v0.1.1

Recently I reached a point where I need oil, so I was trying to set up an outpost for an oil patch with a train station. Then I realized that the storage tank can only be built on top of the platform. So I need to lay down pipes to the closest building platform, and process the oil there, or load it...
by imajor
Sat Aug 06, 2016 10:00 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67822

Re: [0.13] Building Platform v0.1.1

I'm in the middle of a playthrough with this mod, and I think it is really great. I set the building platform frequency to very low, I'm hoping that I will have separated small factories which will be connected with trains, so I will not only transport raw materials by train, but intermediate produc...

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