Search found 46 matches
- Wed May 03, 2017 12:33 pm
- Forum: Not a bug
- Topic: Total raw ingredients not displayed for Power Armor
- Replies: 7
- Views: 2164
Re: Total raw ingredients not displayed for Power Armor
Yep, right, good point, thanks, truly not a bug.
- Sat Apr 29, 2017 9:15 am
- Forum: Not a bug
- Topic: Total raw ingredients not displayed for Power Armor
- Replies: 7
- Views: 2164
Re: Total raw ingredients not displayed for Power Armor
Also, on your screenshot i'm seeing items that are "too raw" (like oil products) in the list - you can't craft with oil products by hand, so i've never seen these displayed, and i've no idea how you display these stats.
- Sat Apr 29, 2017 9:14 am
- Forum: Not a bug
- Topic: Total raw ingredients not displayed for Power Armor
- Replies: 7
- Views: 2164
Re: Total raw ingredients not displayed for Power Armor
I can reproduce this issue always, reliably, in all cases: - I'm on macbook with 2880x1800 (the game is upscaled into a HiDPI mode, so it's actually 1440x900). - I tried connecting an external monitor, which is standard 1920x1080 with no HiDPI of any sort. - Tried downscaling the UI in the settings ...
- Sat Apr 29, 2017 8:27 am
- Forum: Not a bug
- Topic: Total raw ingredients not displayed for Power Armor
- Replies: 7
- Views: 2164
Total raw ingredients not displayed for Power Armor
Strangely, works fine for Power Armor MK2.
Not sure if it's a 0.15 regression or was always like that.
Not sure if it's a 0.15 regression or was always like that.
- Sat Apr 29, 2017 8:18 am
- Forum: Ideas and Suggestions
- Topic: Save electric network info filters
- Replies: 1
- Views: 1031
Save electric network info filters
I usually disable accumulators and laser turrets in the energy consumption graphs in my signle large electric network, and i have to click it again every time i load a saved game. This is minor, and in any other game i wouldn't even care, but factorio does such a great job saving everything else and...
- Thu Apr 27, 2017 5:04 pm
- Forum: Not a bug
- Topic: [0.15.1] Uran 235 not produced
- Replies: 9
- Views: 10908
Re: [0.15.1] Uran 235 not produced
If 100 ore is too much to collect at once, the devs could do like they did for fluids -- multiply the products by 10. 10 Uranium ore (or even 1 ore) to yield 99 U238 and 1 U235, and multiply the costs of other recipes to match. This only works for fluids because inserters and belts have a fixed thr...
- Wed Apr 26, 2017 2:29 pm
- Forum: Not a bug
- Topic: [0.15] Heat pipes should be in the logistics?
- Replies: 11
- Views: 2327
[0.15] Heat pipes should be in the logistics?
In the crafting dialog, i see the heat pipe recipe in the production tab, though i'd normally expect pipes to be in the logistics tab.
- Tue Apr 25, 2017 2:37 pm
- Forum: Not a bug
- Topic: [0.15.1] Uran 235 not produced
- Replies: 9
- Views: 10908
Re: [0.15.1] Uran 235 not produced
The milli- prefix would make sense (993m U238, 7m U235) (meaning 993 milliitems and 7 milliitems respectively), but at the same time i feel nobody would understand them, for some reason my poor English cannot comprehend. A micro- suffix should be easier to grasp, but it's no good for milli-scale. Ye...
- Tue Apr 25, 2017 10:48 am
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 138443
Re: Version 0.15.0
Made my day *applause*Kovarex enrichment process
Just make sure kovarex actually gets richer in the process
- Sat Mar 25, 2017 9:15 am
- Forum: Combinator Creations
- Topic: Avoiding inserter filter count limit.
- Replies: 2
- Views: 2521
Re: Avoiding inserter filter count limit.
W... Woohoo! Wow. Cool. Thanks. It even works with regular filter inserters. Making it pass a dynamic list of filters to the inserter would be a bit harder but possible, at least as long as we expect only a few kinds of signals, just turning on and off (need to put signals in the right order and com...
- Fri Mar 24, 2017 12:12 pm
- Forum: Combinator Creations
- Topic: Avoiding inserter filter count limit.
- Replies: 2
- Views: 2521
Avoiding inserter filter count limit.
Not sure if nobody noticed or too obvious to post. It's well-known that filter inserter may have at most 5 filters (picking any of the five items listed), and stack filter inserter may have at most 1 filter at a time. By setting filter inserters to "set filters" circuit network operation m...
- Fri Mar 24, 2017 11:50 am
- Forum: Combinator Creations
- Topic: Combinators: Huh? What are they good for?
- Replies: 11
- Views: 3918
Re: Combinators: Huh? What are they good for?
Run your trains only when the goods are actually lacking at the destination station, with just a pair of combinators at the destination station, to reduce traffic dramatically. Maintain a good ratio of construction and logistic robots in your logistic network and auto-produce-and-add more droids of...
- Wed Mar 22, 2017 8:15 pm
- Forum: Balancing
- Topic: Research revolution too revolutionary?
- Replies: 3
- Views: 1810
Re: Research revolution too revolutionary?
The first experimental 0.15 is not out yet that you already fint it unbalanced ? :) My post was intended to be a friendly early feedback, partly because i myself enjoy the way it is as well, and this is in no way a strong opinion. we believe from dev information that 0.15 creates 2 pr. machine of t...
- Wed Mar 22, 2017 6:16 pm
- Forum: Balancing
- Topic: Research revolution too revolutionary?
- Replies: 3
- Views: 1810
Research revolution too revolutionary?
I'm enjoying the research revolution mod, which is, as far as i understand, planned to be merged into the new vanilla balance in 0.15. That said, i suspect it's a bit too revolutionary; the mid-game research gets too expensive. Like, producing one purple science pack per second takes 227.5 steel fur...
- Wed Mar 22, 2017 5:16 pm
- Forum: Show your Creations
- Topic: Subjugate the enemy!
- Replies: 4
- Views: 2032
Re: Subjugate the enemy!
I've a feeling that when you do this, all other alien nests stop attacking you. Like, when there's already combat going on (and in your setup it's going on constantly), the attack trigger is suppressed. So it's like an easy hack to keep your base safe. Is my observation correct?
- Sat Feb 18, 2017 12:59 pm
- Forum: Modding help
- Topic: Complex machine kinds
- Replies: 3
- Views: 984
Re: Complex machine kinds
Thanks!
Hmm, is it at all possible to implement a steam turbine as in fff-164 on 0.14 with only data.lua mod? That is, a steam engine that cools down the liquid instead of consuming it.
Hmm, is it at all possible to implement a steam turbine as in fff-164 on 0.14 with only data.lua mod? That is, a steam engine that cools down the liquid instead of consuming it.
- Sat Feb 18, 2017 8:37 am
- Forum: Modding help
- Topic: Complex machine kinds
- Replies: 3
- Views: 984
Complex machine kinds
Is any of the following assemble-machine-like entities possible to mod up? I'd be happy if at least one is possible, or maybe there are other tricks of this kind that i'm missing. - A machine that cools down one liquid by heating another liquid of different kind. - A machine that produces electricit...
- Sat Feb 11, 2017 8:35 am
- Forum: Modding help
- Topic: License hassle
- Replies: 2
- Views: 816
Re: License hassle
Thanks, i guess searching by "license" wasn't enough :) Concerning the "make it into the game" point, even if the concept of a mod is made into the game, it will probably never be the mod itself but the concept carried by the mod, as the game is written in C++ and the mods are in...
- Sat Feb 11, 2017 8:06 am
- Forum: Modding help
- Topic: License hassle
- Replies: 2
- Views: 816
License hassle
I see that various mods already come with license agreements. So i wonder which kinds of licenses (CreativeCommons?, GPL?!) would not cause problems for developers on content that: is posted on factorio forums, makes it into the in-game mod database, gets included into the base game data (who knows)?
- Thu Jan 19, 2017 6:45 pm
- Forum: General discussion
- Topic: Steam power energy conversion efficiency?
- Replies: 12
- Views: 4858
Re: Steam power energy conversion efficiency?
Guys, we're derailing into boilers which was never the point :/
I was talking about steam engines.
upd: Yep, i messed up this previous message myself, sorry, it didn't make sense. The original question still stands though.
I was talking about steam engines.
upd: Yep, i messed up this previous message myself, sorry, it didn't make sense. The original question still stands though.