Search found 384 matches

by Lav
Thu Dec 14, 2017 3:19 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.2] Map colors: major visibility issues
Replies: 15
Views: 3677

[kovarex] [0.16.2] Map colors: major visibility issues

I find that the colors used for global map in 0.16 are nearly unplayable. Resource patches are the most important map feature. Yet half of the time they're practically invisible on the background of terrain colors. What's worse, it feels like resource patch colors have been made more muted compared ...
by Lav
Thu Dec 14, 2017 7:37 am
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 69799

Re: 0.16 Map generation Feedback

impetus maximus wrote:can we agree that the new 'Generate preview' button is freaking awesome? :D
That would be offtopic as it's interface feedback, not mapgen feedback. :twisted:
by Lav
Thu Dec 14, 2017 5:20 am
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 69799

Re: 0.16 Map generation Feedback

Haven't yet had an opportunity to generate a lot of maps, but so far my impressions are: 1. I really don't like resource density change. Stamping down hundreds upon hundreds of miners was one of the most annoying features of Factorio, what with only a single tier of mining drill and exponentially in...
by Lav
Wed Dec 13, 2017 3:54 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 81809

Re: Version 0.16.0

Damn you Wube!

There are still two workdays remaining this week!

Are you trying to get me fired? :twisted:
by Lav
Wed Dec 13, 2017 10:09 am
Forum: Ideas and Suggestions
Topic: Connecting radars to circuit and logistic networks
Replies: 41
Views: 11472

Re: Enable RADAR compatibility with circuit network

This suggestion would go well with more refined radar coverage control (which was also suggested before), so the player would be able to detect biters/spawners/players in a smaller area than 7x7 chunks.
by Lav
Wed Dec 13, 2017 4:16 am
Forum: Not a bug
Topic: [15.40] Passive biters chilling in my base till I come near
Replies: 7
Views: 1018

Re: Passive biters chilling in my base till I come near

Loewchen wrote:Based on 47345 not a bug. It might look weird, but I think this is normal behaviour if they are not enraged and there is no player nearby.
Perhaps, but normally I'd expect a bunch of working stone furnaces to be the tiniest little bit enraging to them. :-)
by Lav
Tue Dec 12, 2017 5:08 pm
Forum: Gameplay Help
Topic: Help me avoid turret creep
Replies: 4
Views: 1026

Re: Help me avoid turret creep

If you have available oil, there shouldn't be major issues getting to higher levels, you'll just have to turtle up and play defensively for awhile. Without oil, your options are limited. Try investing into military research heavily. You can get basic combat drones without blue tech, as well as two l...
by Lav
Mon Dec 11, 2017 11:37 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 42730

Re: Friday Facts #220 - The best Friday Facts ever

Yes, I would like a separate stationary cannon + a turret-wagon that can guard its train and rails from biters. The way I see it, the intended use case was not expansion, but preventing biters' expansion into already claimed territory. With arty firing range, you don't need to surround your territo...
by Lav
Mon Dec 11, 2017 11:02 am
Forum: Gameplay Help
Topic: trains stuck on blue chain signal
Replies: 14
Views: 5259

Re: trains stuck on blue chain signal

Alternatively, replace entry chain signal with regular signal, connect wires and enable passage only *after* one of the bays is open.

Though I'm kinda confused as to the purpose of this whole setup.
by Lav
Fri Dec 08, 2017 7:13 am
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 49131

Re: Friday Facts #219 - Cliffs

It makes sense not to draw terrain boundaries across cliffs, that does look silly.

It doesn't make any sense at all to force all cliffs to be terrain boundaries - or all boundaries to be cliffs.
by Lav
Thu Dec 07, 2017 2:48 pm
Forum: Modding discussion
Topic: Nanobots Issue
Replies: 5
Views: 1944

Re: Nanobots Issue

Nanobots have a limited range. Nanobots have a certain polling frequency - they don't activate as soon as something is within range, instead they check for buildable objects every N ticks or so. Nanobots emitter must be equipped as a weapon, and matching nanobot type as it's ammo. Nanobots have some...
by Lav
Thu Dec 07, 2017 1:22 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 868
Views: 321016

Re: [MOD 0.14] AAI Programmable Vehicles

mrvn wrote:Does the same happen with a constant combinator? How do they differ in the layers?
Combinators placed on the ore patch are ok, there are no issues there.

No idea about the layers - I've glanced through lua prototypes, but cannot see any glaring differences.
by Lav
Thu Dec 07, 2017 12:01 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 868
Views: 321016

Re: [MOD 0.14] AAI Programmable Vehicles

Scanning Enemies ? Rare resources ? Or maybe playing with a mod that restrict placement and was unlucky to have resource where he can build ? Or just experimenting with the mod after downloading it, building on a coal patch to keep everything (from scanners to scanned resources to placed zones to m...
by Lav
Wed Dec 06, 2017 6:24 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 868
Views: 321016

Re: [MOD 0.14] AAI Programmable Vehicles

It seems most scanners have a major issue with wire hitboxes when placed on resources. For some reason, resources seem to have higher "z-order" when receiving mouse focus. As a result, it's nearly impossible to find that exact pixel that I must click to connect the wires. The solution is o...
by Lav
Fri Dec 01, 2017 9:49 am
Forum: General discussion
Topic: Challenge: Advanced Turret Creep
Replies: 4
Views: 1211

Re: Challenge: Advanced Turret Creep

What's complicated about turret creep though? There are some tricks to it, but it's not complex at all unless you're talking about something fully automated with recursive blueprints mod. :-)
by Lav
Thu Nov 30, 2017 8:33 pm
Forum: Releases
Topic: Version 0.15.40
Replies: 24
Views: 18776

Re: Version 0.15.40

posila wrote:0.15.65535 is maximum we can do :(
But that's fantastic! We can expect 0.16 pretty soon then! :-D
by Lav
Tue Nov 28, 2017 12:05 pm
Forum: Railway Setups
Topic: Merging T Junction
Replies: 7
Views: 4301

Re: Merging T Junction

The only important difference I see is when a train is coming from east turning to the north, with another train coming from the north and turning in either direction. Regular junction would let them pass through independently, whereas in your setup one of the trains will have to wait. On the other ...
by Lav
Sun Nov 26, 2017 7:45 pm
Forum: Ideas and Suggestions
Topic: Belt Labels
Replies: 17
Views: 3736

Re: Belt Labels

It would be a nice feature to have. Though indication would need to be different from object contents/settings overlay (like for filters/chests/factories), to prevent confusion.
by Lav
Fri Nov 24, 2017 3:31 pm
Forum: Releases
Topic: Version 0.15.38
Replies: 32
Views: 16462

Re: Version 0.15.38

Erm...

I really hope Factorio team got paid for this. So at least something good will come out of implementing this feature. Like, more money for developing the game.
by Lav
Wed Nov 22, 2017 5:40 am
Forum: Gameplay Help
Topic: Train yard management - circuit conditions advice needed
Replies: 16
Views: 5120

Re: Train yard management - circuit conditions advice needed

If your trains at the trainyard can receive the I=1 signal, then there's a wire connection. If there's a wire connection, then you can wire one of the train signals at the exit of the trainyard and send a message in reverse direction, telling your base that a train has been dispatched. Then you can ...

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