Search found 102 matches

by Foreros
Tue Aug 15, 2017 4:15 pm
Forum: General discussion
Topic: [Question] There is an autoloading belt in mods?
Replies: 16
Views: 4030

Re: [Question] There is an autoloading belt in mods?

Thanks both.
I go check if it contain what I'm looking for and soon I go check it.
After all I need to develop a decent base for test it like I want to do.
Sadly you cannot add a mod in the middle of the game. :P
by Foreros
Tue Aug 15, 2017 1:19 pm
Forum: General discussion
Topic: [Question] There is an autoloading belt in mods?
Replies: 16
Views: 4030

[Question] There is an autoloading belt in mods?

I'm interested in an autoloading belt because, in advanced game, feed enough raw product to a specific assembly machine give me latencies dued to waiting for load time. a belt, even express if available, that automatically insert products in an assembly machine can be the best solution. Manually fee...
by Foreros
Tue Aug 15, 2017 12:44 pm
Forum: General discussion
Topic: i find this game become boring after 100 hour.
Replies: 110
Views: 44841

Re: i find this game become boring after 100 hour.

To be honest, the game CAN be a little boring, but if you play with mods you get a hard game change in the beginning and more hard time on the end. The AAI mods give a so radical change on game mechanics that exploring them fully and giving it the chance to work fully si incredible. Even having the ...
by Foreros
Wed May 31, 2017 5:53 pm
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 25
Views: 10499

Re: Mining drill ore selection

deer_buster wrote:I'm in the same crowd that thinks you ought to be able to filter what you mine for these disgusting mixed ore patches...without having to spend extra resources to have filter inserters sort the extract.
You've not got the real problem...
by Foreros
Tue May 30, 2017 3:31 pm
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 25
Views: 10499

Re: Mining drill ore selection

The island now is lost, because when I've seen how drills was blocked on production I've started a new one, but it was a bit different. Lot of resources, because each has more than 2000 each tile, but too mixed. A small part of uranium, a 10 tiles in average, surrounded by 20 tiles of coal, then, a ...
by Foreros
Tue May 30, 2017 12:07 pm
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 25
Views: 10499

Re: Mining drill ore selection

Yep,it's harder build both coal and other sourcesbelts because you have to feed burner mines. Electricity is cheaper, specifically, because you dont need to have more than electrics poles, at the beginning, and you can mine a larger area with just a mine. At the beginning, where reources are limited...
by Foreros
Mon May 29, 2017 9:10 pm
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 25
Views: 10499

Re: Mining drill ore selection

Selecting ores can give a better chance of get the selected ore, maybe, but not exclusively extraction. The ore selection actually is a personal preference, but the main purpose is not this one. And for sure the problem is not filtering them outside mines, but inside. If you build a mining drill ove...
by Foreros
Sun May 28, 2017 12:19 pm
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 25
Views: 10499

Mining drill ore selection

TL;DR The mining drill can extract different tipes of ores if there is a mixed field. What if you let people select the kind of ores they will extract? What ? Let electric mining drills selkect the kind of ores to extract as priority or to ignore others at all and drill only 1 kind of ores. Why ? T...
by Foreros
Fri May 26, 2017 6:09 pm
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 215821

Re: Peace with Aliens

Nice idea the wood farming.
You can build trees where needed, for absorb pollution and maybe replace the wood you farm for get building ground.
by Foreros
Fri May 26, 2017 6:04 pm
Forum: General discussion
Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
Replies: 42
Views: 14740

Re: If you could walk on pipes in Factorio, would you build less underground pipes?

I'd never build less underground pipes. An underground pipe behaves as a single pipe instead of all the separate sections a straight pipe would use. Sure, but they have the same amount of storage thaht 2 single sections of pipes give, instead of the 10x storage you get from 10 different units of si...
by Foreros
Mon May 15, 2017 2:48 pm
Forum: Gameplay Help
Topic: Charging bots
Replies: 7
Views: 4028

Re: Charging bots

But I want to ask something about this argument.
I have watched carefully at a single roboport.
I've seen recently added robot go to charge when others that already are at the roboport still here to wait.
Is it a bug or something else that I have to report?
Or is it a wanted issue?
by Foreros
Mon May 15, 2017 2:06 pm
Forum: Gameplay Help
Topic: Pulse mode: a good friend or an insidious enemy?
Replies: 13
Views: 4663

Re: Pulse mode: a good friend or an insidious enemy?

Self sustained computer energy solar/battery, but not only. IMHO, add a double check on belt and inserter putting a stop before the inserter place. If there are less thing by inserter, the belt stop, if the belt is sending less materials, then the inserter stop. Can be done with a few combinators or...
by Foreros
Mon May 15, 2017 1:22 pm
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 40098

Re: What programming language Factorio is written in?

And yeah, the amount of dev time and experience that's gone into Factorio is not something you will be able to replicate as a rookie programmer. Not totally true. You CAN, but you have to dedicate lot of time first learning, then planning and last programming it. This require years doing it alone a...
by Foreros
Mon May 15, 2017 1:04 pm
Forum: General discussion
Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
Replies: 42
Views: 14740

Re: If you could walk on pipes in Factorio, would you build less underground pipes?

If underground pipes will store it's full lenght value of fluid, for me it's not a problem, but why dont make all pipes undergrounds and divide them in simple pipes and complex pipes instead? Simple pipes are simple, just a pipe n/s or e/w. Complex pipes are autojoining pipes that can connect any su...
by Foreros
Mon May 15, 2017 11:41 am
Forum: Balancing
Topic: portable solar panels
Replies: 42
Views: 16796

Re: portable solar panels

Since 0.15 I have started two maps, more or less railword and the difficulty is a bit above default. The problem is that it takes ages to get to the maxed armour and fusion reactor. In both games I just chased to get roboport, panels and modular armour as quick as possible. The problem is that it r...
by Foreros
Mon May 15, 2017 11:35 am
Forum: Balancing
Topic: portable solar panels
Replies: 42
Views: 16796

Re: portable solar panels

bobingabout wrote:
Deadly-Bagel wrote:so why not just save up 100 and skip straight to a fusion reactor?
Because it costs 250 processing units now.
You forgot the amount needed for the research required for get it... It's a lot more than 250. :P
by Foreros
Mon May 15, 2017 9:27 am
Forum: Resolved Problems and Bugs
Topic: [15.2] Crash on: "Recipe::save"
Replies: 4
Views: 2986

Re: [15.2] Crash on: "Recipe::save"

Thanks to you for fixing it. :D
by Foreros
Sat May 06, 2017 12:43 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] New Hope level-04 map location outside game accessibility
Replies: 4
Views: 2815

Re: [Klonan] New Hope level-04 map location outside game accessibility

That's not a "generated map", but a fixed one in a campaign.
That's why I was asking it here.
And I was just a bit curious on what has made it happen. Maybe a cross data with other maps in the campaign files?
Curiosity kill the cat, but I'm not a cat so... :) :D :mrgreen: :lol:
by Foreros
Sat May 06, 2017 4:45 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] New Hope level-04 map location outside game accessibility
Replies: 4
Views: 2815

Re: [Klonan] New Hope level-04 map location outside game accessibility

It's not a bug or a dangerous thing, just a map section with resources that you cant reach. As habit I try to kill everithing on the campaigns maps before going on mission objectives and this make me think "Why that place is here?". It's here from even older versions, because I've tried it...
by Foreros
Fri May 05, 2017 12:46 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] New Hope level-04 map location outside game accessibility
Replies: 4
Views: 2815

[Klonan] New Hope level-04 map location outside game accessibility

On the level 4 in the New hope campaign there is a whole map section outside game territory of the playable map.
Dunno why, but I've vanquished all the biters in the level and have seen this anomaly.
I dunno if call it an issue, an anomaly or a bug, but I report it as found.

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