Search found 770 matches
- Wed Nov 30, 2016 3:38 pm
- Forum: Not a bug
- Topic: [0.14.21] Unable to connect signal wire to chain signal
- Replies: 1
- Views: 695
[0.14.21] Unable to connect signal wire to chain signal
I debated whether this should be a feature request instead, but since it's inconsistent behaviour, I think it's actually a bug or oversight :) It doesn't appear to be possible to attach a signal wire to a chain signal. I realise with the nature of chain signals, it may not make a lot of sense to set...
- Wed Nov 30, 2016 11:06 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 319312
Re: Foreman 0.1.9 - A factory optimisation tool.
This is an awesome tool! If I may make two suggestions: - When there's an error loading a certain mod, it could be helpful if the UI gave some kind of indication about this - even if it's just a notice to check the error log for details - For miners and pumpjacks, it would be useful if the mouseover...
- Mon Nov 28, 2016 2:57 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63451
Re: Friday Facts #166 - Combat Revisit
The way I see it, turret creep isn't the problem, it's the symptom: the least tedious way to deal with a tedious task (at least until you get destroyer bots - then it's still boring though). Take the tediousness out of combat and turret creep isn't considered a necessity anymore. I'll add my 2 cents...
- Sat Nov 26, 2016 6:19 pm
- Forum: Not a bug
- Topic: [0.14.21] Crash report (probably mod or memory related)
- Replies: 1
- Views: 676
[0.14.21] Crash report (probably mod or memory related)
I had just installed the Zoom mod and was playing around with it a bit (ie. zooming out) when Factorio crashed on me. It's possible it was just a simple out of memory situation, since Windows warned me about that too and I was unable to reproduce it the next time around. Still posting it, in case an...
- Thu Nov 24, 2016 11:08 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 995010
Re: Factorio Roadmap for 0.15 + 0.16
A recent FFF did mention kovarex wants to get rid of turret creep as a game mechanic, so the topic of combat has been mentioned at least. One would assume getting rid of turrent creep can only be part of a bigger combat revamp. Confirmation of a bigger vision and inclusion in the roadmap would be ni...
- Tue Nov 15, 2016 11:56 am
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67563
Re: Loop vs 2-headed train network
You can't have a single track that handles a dozen trains at once efficiently when they have to backtrack both ways over the same rails. No sir, loop for me. Always. There's not even a question. You misunderstood the question ;) The 2-headed train option isn't about having a single track to handle ...
- Thu Nov 10, 2016 3:34 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67563
Re: Loop vs 2-headed train network
Or do you simply not connect the middle rail to your other rails? That :) Obviously there's crossings, but switches are layed out in such a way that a regular train won't be able to get on the service track. As for your pathfinding issues: an occupied track has a higher cost than a non-occupied tra...
- Thu Nov 10, 2016 1:25 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67563
Re: Loop vs 2-headed train network
I tend to mix and match loops and 2 headed trains between games but often also within the same game. It all depends on my mood, the style I decided on for the game and various other factors. There's definitely not one single superior solution, it all depends. I might have loops on my high traffic st...
- Mon Oct 10, 2016 4:02 pm
- Forum: General discussion
- Topic: Train queuing...
- Replies: 25
- Views: 16899
Re: Train queuing...
Since rail signals can now be hooked up to circuit networks, you could probably implement some kind of round robin mechanism to enforce all trains getting their turn. (I have no clue how that would work, I'm not too well versed in combinator logic, but in theory it might be possible )
- Wed Sep 28, 2016 5:57 pm
- Forum: Not a bug
- Topic: [0.14.9] Counting error in missing rail (minor)
- Replies: 7
- Views: 1837
Re: [0.14.9] Counting error in missing rail (minor)
I guess that would explain it. I guess not a bug, but still confusing
- Wed Sep 28, 2016 5:52 pm
- Forum: Not a bug
- Topic: [0.14.9] Counting error in missing rail (minor)
- Replies: 7
- Views: 1837
Re: [0.14.9] Counting error in missing rail (minor)
Exactly, that's twice as much as the "45 objects missing materials" indicates.
- Wed Sep 28, 2016 5:48 pm
- Forum: Not a bug
- Topic: [0.14.9] Counting error in missing rail (minor)
- Replies: 7
- Views: 1837
Re: [0.14.9] Counting error in missing rail (minor)
Point is, there's a discrepancy between the number of rails on the rail icon and the number of missing objects in the dialog.
- Wed Sep 28, 2016 5:32 pm
- Forum: Not a bug
- Topic: [0.14.9] Counting error in missing rail (minor)
- Replies: 7
- Views: 1837
[0.14.9] Counting error in missing rail (minor)
Looks like rail curves aren't counted properly for the missing material alert.
- Mon Sep 05, 2016 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Display robot range when ghost building rail
- Replies: 5
- Views: 1812
Re: Display robot range when ghost building rail
Sure, that works, but it's more convenient (not to mention, more consistent) if the coverage was automatically displayed when setting up commands for robots to perform.ssilk wrote:I just hover over a roboport.
- Sat Aug 20, 2016 10:30 am
- Forum: Ideas and Suggestions
- Topic: Display robot range when ghost building rail
- Replies: 5
- Views: 1812
Display robot range when ghost building rail
When ghost building train track (shift-click the direction arrow on an existing piece of track), it would be nice if the game would display the roboport range overlay.
- Wed Aug 17, 2016 11:11 pm
- Forum: Duplicates
- Topic: [0.13.16] Electric network info panel doesn't auto resize
- Replies: 1
- Views: 590
[0.13.16] Electric network info panel doesn't auto resize
A very minor cosmetic thingy that I just noticed: 1. allow the electric network to drain (ie: accumulators are empty during the night) (http://prntscr.com/c72t1h) 2. open the electric network info panel so that it shows Satisfaction/production/charge at 0, consumers and producers panes are empty. Th...
- Tue Aug 16, 2016 10:45 pm
- Forum: Not a bug
- Topic: [0.13.15] [Pending] Destruction alerts lagging behind badly
- Replies: 3
- Views: 1343
Re: [0.13.15] [Pending] Destruction alerts lagging behind badly
Yep, savegame attached. Load it up. Mining outpost slightly to the west is already under attack, so you can notice how long it takes for an alert to come in. Deploy some destroyer caps and run in to clear the attackers, then sit around and you can see how long after clearing the attack the alerts st...
- Thu Aug 11, 2016 4:32 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 59417
Re: [MOD 0.12.x] Equalizer chests v1.1.4
Thanks, life's been keeping my busy lately, so I just didn't get around to it. I've adopted your changes, but made a tiny modification still: the move threshold is now a configurable variable at the top of control.lua. Default is 10, but it can be lowered by editing control.lua. No idea what it does...
- Sat Aug 06, 2016 8:05 pm
- Forum: Not a bug
- Topic: [0.13.15] [Pending] Destruction alerts lagging behind badly
- Replies: 3
- Views: 1343
[0.13.15] [Pending] Destruction alerts lagging behind badly
Playing an unmodded game, biters come to take a bite out of a mining outpost. First alert sounds, I run over, whack the attackers, personal roboport bots fix everything that was blown up. Some seconds later (haven't timed, but guestimating it at 20-30 seconds) the alert sounds again reporting stuff ...
- Tue Jul 12, 2016 11:16 pm
- Forum: Mod portal Discussion
- Topic: IDEA: Email notification on discussion
- Replies: 6
- Views: 3237
IDEA: Email notification on discussion
(I did a brief search through thread titles and didn't see this listed, unless it's hidden somewhere in one of the multi-idea dump posts) I would find it very useful if the mod portal would send me an email if someone added or replied to a discussion for a mod I posted. In periods when I'm not activ...