I have added the latest version to the OP of mine.
It is still not the "final" version.
Search found 140 matches
- Sun Jan 18, 2015 8:05 pm
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36482
- Sun Jan 18, 2015 2:30 pm
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36482
Re: The Lane swapper
I started with the detailed animation: http://factorio.nicmd.de/first_look.jpg I "only" have to add the whole housing, add some other parts, add the items, add the belts and colour it correctly. 1080p video of its movement will follow soon. EDIT: I refined the first version a little bit bu...
- Sat Jan 17, 2015 6:55 pm
- Forum: Resolved Problems and Bugs
- Topic: Gates open too slow for exoskeletons
- Replies: 2
- Views: 1120
Gates open too slow for exoskeletons
Since the latest patch the gates open fast enough for vehicles no matter which speed you drive but they don't open fast enough if you use multiple exoskeletons.
- Fri Jan 16, 2015 5:25 pm
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36482
Re: The Lane swapper
Ok, I don't need to (right click and open in a new tab to see the whole screenshot):MF- wrote: You cannot cheat it with smart inserters, because you don't know which items will that be.
- Thu Jan 15, 2015 4:43 pm
- Forum: Not a bug
- Topic: Inserters behavior changed
- Replies: 3
- Views: 1729
Re: Inserters behavior changed
Ok, good to knowkovarex wrote:Well this is not really a bug, the fact that they were switching turns in some special setup was a side effect. A nice one, but still a side effect.
- Wed Jan 14, 2015 8:30 pm
- Forum: Not a bug
- Topic: Inserters behavior changed
- Replies: 3
- Views: 1729
Inserters behavior changed
I don't know which version "messed it up" but some "basic" meachanics are not working anymore. For example - one inserter is inserting into an empty chest and two inserters are taking out things. In earlier versions the inserters worked like this: A takes the item - B takes the i...
- Wed Jan 14, 2015 8:19 pm
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36482
Re: The Lane swapper
Here are some: How do you split a belt carrying two distinct lines of items without a splitter, while preserving which items were on which lane? https://forums.factorio.com/forum/download/file.php?id=2832 You cannot cheat it with smart inserters, because you don't know which items will that be. why...
- Wed Jan 14, 2015 8:13 pm
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36482
Re: The Lane swapper
Gnaaa... well, you can, but it is not correct. See down If I have some spare hours this weekend (I really hope but I won't have any) I would try to recreate any function of the splitter only with inserters and belts ;) (In an earlier version it was possible with normal inserters too as long as the ...
- Wed Jan 14, 2015 5:34 pm
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36482
Re: The Lane swapper
I am quite sure for every behavior of the splitter is a way to rebuild it with belts and inserters only.
So if the argument of all of you is just "you can already build it with inserters and belts only" it is invalid in my opinion.
So if the argument of all of you is just "you can already build it with inserters and belts only" it is invalid in my opinion.
- Wed Jan 14, 2015 4:25 pm
- Forum: Releases
- Topic: Version 0.11.11
- Replies: 36
- Views: 43752
Re: Version 0.11.11
I know trains are important - but many people have problems with the unscalable GUI when they play in low resolutions and e.g. open a chest with many slots as people who play in very high resolutions have a problem with GUI elements which are too small.
- Wed Jan 14, 2015 3:08 pm
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36482
Re: The Lane swapper
I see there was a little discussion going on while I was at work. The feedback is mostly negativ but I have some arguments to defend my idea. I will start by saying my opinion to what you wrote and then carry on with clearing misunderstandings. While you have taken time to lay your argument for a la...
- Tue Jan 13, 2015 9:47 pm
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36482
The Lane swapper ☸
First of all I want to say that I am aware of those other posts: Post 1: https://forums.factorio.com/forum/viewtopic.php?f=5&t=7218&p=56665&hilit=swapper#p56665 Post 2: https://forums.factorio.com/forum/viewtopic.php?f=14&t=3657&p=27337&hilit=swapper#p27337 Post 3: https://fo...
- Sun Jan 11, 2015 7:16 pm
- Forum: Gameplay Help
- Topic: A way to quickly drop or destroy everything
- Replies: 3
- Views: 5494
Re: A way to quickly drop or destroy everything
I always use active provider chests as "trashbin" - the robots come and collect everything to store it in storage chests.
Nothing is lost and your inventory is empty.
Nothing is lost and your inventory is empty.
- Sat Jan 03, 2015 10:58 am
- Forum: Resolved Problems and Bugs
- Topic: Power lines don't connect properly
- Replies: 17
- Views: 9219
Re: Power lines don't connect properly
This is (if anything) a feature request. Should be moved. Yes, but it is so easy to fix, that I will rather do it than argue about it :) Also this is one of the small annoyance I had as well when playing it. So it is done for 0.11.9 Thank you kovarex :) I totally overlooked that you already replied...
- Sat Jan 03, 2015 10:45 am
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 29500
Re: Friday Facts #67 - Happy new year
EDIT:
kovarex already replied to my seperate post.
I totally overlooked it - sorry.
kovarex already replied to my seperate post.
I totally overlooked it - sorry.
- Sat Jan 03, 2015 12:45 am
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 29500
Re: Friday Facts #67 - Happy new year
I hope you haven't forgotten about the power lines which are not connecting properly when you delete one in between of two others which normally should connect but don't do.
EDIT:
kovarex already replied to me - I have overlooked it somehow.
EDIT:
kovarex already replied to me - I have overlooked it somehow.
- Fri Jan 02, 2015 11:21 pm
- Forum: Spread the Word
- Topic: And now Notch :3
- Replies: 11
- Views: 19907
Re: And now Notch :3
The game will now finally hit the roof
- Sun Dec 28, 2014 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: Power lines don't connect properly
- Replies: 17
- Views: 9219
Re: Power lines don't connect properly
That would be very greatkovarex wrote:Well, I believe there could be logic, that removing pole will check if the neighbours shouldn't be connected and do so if needed.
- Sat Dec 27, 2014 10:57 pm
- Forum: Resolved Problems and Bugs
- Topic: Power lines don't connect properly
- Replies: 17
- Views: 9219
Power lines don't connect properly
I found a weird bug where power lines don't connect when you remove certain poles (even though the polses you remove are not necessary). You can see an example here: Factorio 2014-12-27 23-48-18-19.jpg Click to expand Factorio 2014-12-27 23-48-22-60.jpg Click to expand You can easily reproduce it.
- Sat Dec 27, 2014 3:20 pm
- Forum: Spread the Word
- Topic: Affiliated links as promotion?
- Replies: 14
- Views: 19488
Re: Affiliated links as promotion?
The new idea sounds overly complicated. You could just buy the game multiple times, and gives the keys away, then put into your signature how many have claimed the key. Of course it sounds complicated and maybe it is not made possible in one day - but as far as I know no one has done something like...