Search found 2554 matches
- Sat May 25, 2019 6:52 pm
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 16278
Re: A Deeper Look into Combat Robotics
I never bothered to use the combat bots. Soon as I realized they had to be manually deployed (thrown) and they had a limited life span, I considered them not worth the effort. I think it’d be better if they were like other bots and were automatically deployable from roboports (both personal and othe...
- Sat May 25, 2019 5:20 pm
- Forum: Technical Help
- Topic: problem with sync / disable mod with saved game
- Replies: 11
- Views: 2010
Re: problem with sync / disable mod with saved game
Then it’s possible there’s something about the mod(s) that you are trying to enable/disable (either on their own or through interaction with other enabled mods) that’s causing the issue.
- Sat May 25, 2019 5:13 pm
- Forum: Minor issues
- Topic: [0.17.43] Weird corner pipe hitboxes
- Replies: 10
- Views: 3071
Re: [0.17.43] Weird corner pipe hitboxes
I think that moving between two parallel pipes is quite reasonable personally (in actuality, large pipelines are often above ground level so you can sometimes even go underneath!). Yes, though if you think about it, you could potentially put them too close together IRL, too, which is exactly what w...
- Sat May 25, 2019 4:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.43] "Join server after sync" ends on blank title screen
- Replies: 5
- Views: 3277
Re: [0.17.43] "Join server after sync" ends on blank title screen
I think someone else was reporting the same issue: viewtopic.php?f=29&t=70912
- Sat May 25, 2019 3:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic belts
- Replies: 4
- Views: 1481
Re: Automatic belts
Not 100% sure if I’m correctly getting what you’re asking for, so if this is wrong, please forgive me. I think what you’re asking for already exists: https://mods.factorio.com/mod/beltplanner-patched Edit: There’s also this that, while it doesn’t automatically put the belts down for you, will automa...
- Fri May 24, 2019 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Do not disconnect power poles when pasting filters
- Replies: 3
- Views: 1122
- Fri May 24, 2019 10:30 pm
- Forum: Minor issues
- Topic: [0.17.43] Weird corner pipe hitboxes
- Replies: 10
- Views: 3071
Re: [0.17.43] Weird corner pipe hitboxes
You could also say that the corner piece’s outer edge doesn’t make an exact, sharp 90 degree corner and instead curves/rounds into it, thus cutting into the available walking space. Makes sense from that pov.
- Tue May 21, 2019 11:57 pm
- Forum: Resource Spawner Overhaul
- Topic: Large Starting Area
- Replies: 7
- Views: 4767
Re: Large Starting Area
bsnowb, I don’t know if what I do will work for you, but I like to leave biter expansion on, then use the RSO setting for changing the biter spawn chance to a lower number. Allows for dealing with lower numbers of them initially, but they can expand and grow in number as time goes if you let them.
- Tue May 07, 2019 1:40 am
- Forum: Releases
- Topic: Version 0.17.36
- Replies: 15
- Views: 12929
- Sun Apr 21, 2019 9:43 pm
- Forum: Ideas and Suggestions
- Topic: Ability to mark a station as mandatory in a schedule
- Replies: 4
- Views: 1377
Re: Ability to mark a station as mandatory in a schedule
Introducing the suggested feature would only solve the specific problem that OP describes. I think it would be better if a more flexible dynamic train schedule were introduced, which would solve a much larger variety of problems. This has been discussed in the following thread: https://forums.facto...
- Sun Apr 21, 2019 9:40 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23192
Re: Dynamic train schedule
Something like this would be nice to see implemented.
- Sat Apr 20, 2019 1:01 pm
- Forum: Ideas and Suggestions
- Topic: Ability to mark a station as mandatory in a schedule
- Replies: 4
- Views: 1377
Re: Ability to mark a station as mandatory in a schedule
This would be nice to have!
- Sat Apr 20, 2019 12:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.25] Production values displayed incorrectly
- Replies: 6
- Views: 4064
Re: [0.17.25] Production values displayed incorrectly
I kind of agree with the OP. If you haven’t played as long as what the graph view is for (ie, if you’ve only played 65 hrs and are looking at the 250 & 1000 hr tabs), it shouldn’t be making the calculation as if you’ve actually played those 250/1000 hrs. It should go with your total play time or...
- Sat Apr 20, 2019 12:56 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27623
Re: Version 0.17.32
The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long. If you can't wait for features to be implemented, maybe you should stop playing early access games. :mrgreen: Feature?! It's not a feature, it's a major (even critica...
- Fri Apr 19, 2019 3:52 am
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 36141
Re: Friday Facts #290 - Rail building changes & High-res icons
Throwing in a +1 to bringing object avoidance back for the rail planner. Many have said the words better than I can.
- Fri Apr 19, 2019 1:57 am
- Forum: General discussion
- Topic: Finding myself not playing because of dreary atmosphere
- Replies: 8
- Views: 3008
Re: Finding myself not playing because of dreary atmosphere
I use the Alien Biomes mod and I feel like in many ways this helps. Just my opinion, though.
- Fri Apr 19, 2019 1:44 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27623
Re: Version 0.17.32
The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long. I'm actually pretty surprised it's not already done. With all the fuss about nuclear eating your UPS, I'm running ~20GW nuclear with only 0.25ms on fluid manager upda...
- Thu Apr 18, 2019 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Return the object avoidance mode for ghost rail building
- Replies: 21
- Views: 7121
Re: Return the object avoidance mode for ghost rail building
I've been away for a long time (RL + other reasons) and recently have been looking to come back to this. Yesterday I was reading through the various patch notes for 0.17.X to try and catch up on what I've missed and discovered the changes to rail planning. I can understand wanting to make the rail p...
- Mon Mar 12, 2018 2:03 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122753
Re: Mylon's Many Mods
\o/Mylon wrote:I updated Bot Servicing with some big options. Including belt clogging avoidance and spare parts costs as an option.
- Thu Mar 01, 2018 2:25 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122753
Re: Mylon's Many Mods
Can you add user settings for Bot Servicing that control the following? Construction bot break chance Logistic bot break chance Resource cost to repair (on/off) Currently I feel as though Construction bots break too frequently for my tastes, while Logistic bots don't break enough (my assemblers for ...