Search found 289 matches
- Wed Apr 04, 2018 8:40 pm
- Forum: Ideas and Suggestions
- Topic: buildings are no longer items
- Replies: 13
- Views: 3004
Re: buildings are no longer items
That works in games like Rimworld where there is lots of "pawns" that you command. In Factorio it's only you that can do stuff so the assembly of the assembly machines must be possible to be automatic and done in assembly machines or it would be very tedious. And the game is about automati...
- Tue Apr 03, 2018 2:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Inserters get stuck
- Replies: 15
- Views: 7727
[0.16.36] Inserters get stuck
The inserters sometimes stops even if there is room on the belt to drop the item. If I change the setting on the inserter it starts again. It happens repeatedly in several similar places in the factory. I am playing A Seablock with all the recommended mods and settings and nothing else. I think it c...
- Sat Mar 31, 2018 9:11 am
- Forum: Ideas and Suggestions
- Topic: Better train control
- Replies: 53
- Views: 11725
Re: Better train control
What if there where some sort of train-schedule combinator that you could send a train to a specific train-station with. Then it would be possible but hard to make an effective train controller jiggamajigg with combinator magic. (Is there a mod that is doing that?) The trick with name the train stat...
- Mon Mar 26, 2018 3:24 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 45337
Re: Friday Facts #235 - 0.16 stable
thank you for the diagram eradicator. :) that is how it should work. if game makers swap the reverse direction you will have people growing up parallel parking into oncoming traffic. :roll: What I say is that tanks and stuff that can turn on the spot behaves the other way. The tank in factorio beha...
- Mon Mar 26, 2018 11:27 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 45337
Re: Friday Facts #235 - 0.16 stable
Left and forward goes left, left and reverse goes to the right. what? not for me. left+reverse the back of the car goes left as it should. There is some controversy with the direction stuff should turn when reversing in games. A real car changes direction it turns when backing, that get's very stra...
- Sat Mar 24, 2018 7:42 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 45337
Re: Friday Facts #235 - 0.16 stable
With redirecting the execution there is no limit with what you can do with mods! An many mods makes the game harder not easier.deer_buster wrote:Hahah, cheat mode on top of the cheat mods out there...wtf is wrong with people that they feel they have to cheat more than the game allows them
- Sun Mar 18, 2018 8:16 am
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 29588
Re: Friday Facts #234 - Office pictures
I think attacking was a little bit to strong and it is a little bit to hard to defend. Nerfing the landmines would make it harder to defend, the problem was when they filled the enemy factory with landmines. So my suggestion is to disable the possibility to put down entities in others home area. The...
- Mon Mar 12, 2018 8:30 am
- Forum: Releases
- Topic: Version 0.16.28
- Replies: 31
- Views: 23229
Re: Version 0.16.28
All those crashes! Sounds like you're focussing on getting code out there too quickly and not taking the time for defensive programming. Users HATE HATE HATE crashes but can live with a slightly longer release cycle. Handle those exceptions; fill in those default: sections and use else! Initialise ...
- Sat Mar 03, 2018 7:18 pm
- Forum: Ideas and Suggestions
- Topic: limit chests to one stack by default
- Replies: 20
- Views: 6431
Re: limit chests to one stack by default
I agree. I limit most chests to 1 stack and only leave a few uncapped.
- Fri Mar 02, 2018 7:49 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 33456
Re: Version 0.16.27
Recycling could be an alternative to upgrading stuff. If you get 50% of the ingredients back in a recycler you have some use for outdated machines and you can't make a mater replicator with an assembler with modules and a recycler (in vanilla).
- Thu Feb 22, 2018 4:55 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 34634
Re: Version 0.16.25
Can you show the difference in belt compression now and before? How much does it impacts the game? Would be interesting to see - sometimes I've had belts that are 1/2 item gap every 15 items or so, hardly a big effect, other circumstances I'd see maybe on average 4 items every 5 slots. I might try ...
- Tue Feb 20, 2018 7:06 am
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 34634
Re: Version 0.16.25
Happy for the sideloading but sad that the inserters directly compresses the belts.
Know compression won't even be a thing.
Know compression won't even be a thing.
- Fri Feb 16, 2018 5:06 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 127310
Re: Friday Facts #191 - Gui improvements
I like the ideas. I also have problem with finding stuff in my inventory. It's much easier to find stuff in the crafting menu but when i craft something it first get's lost in the inventory somewhere. So i realized that the crafting menu is 1 divided up in tabs, 2 the stuff is always in the same spo...
- Thu Feb 15, 2018 7:21 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 48841
Re: Version 0.16.24
Where do you see a privacy concern with sending a crash report? The log does not contain personal data. I suspect he is worried the logs contain auth tokens, usernames and IP addresses. Which when sent over the internet could be intercepted if not properly encrypted. The path to your log/save direc...
- Mon Feb 12, 2018 1:27 pm
- Forum: Resolved Problems and Bugs
- Topic: Issue with bonuses
- Replies: 9
- Views: 4544
Re: Issue with bonuses
The game can only output on recipe each game-tick anyway. So ridiculous designs like breaks before that bugs appear anyway. The productivity bar also breaks and usually you loose all productivity bonuses but sometimes you can get to much.
- Tue Feb 06, 2018 5:56 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 313159
Re: Friday Facts #225 - Bots versus belts (part 2)
If you want to nerf bots just add some kind of routing table to roboports, where player MUST choose how many bots must serve in every manualy created route. Player would be able to solve new logistic puzzle, like managing spagetti belt lines, or managing railroad lines. That would move bots from du...
- Mon Feb 05, 2018 2:31 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 39611
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
the shadows are really a very important element in any game, I would suggest something like "dynamic shadows" for add in game in some future update :D Factorio has a system of day and night ... imagine if the shadows of the entities were "animated" to project on the ground in re...
- Fri Feb 02, 2018 1:16 pm
- Forum: Ideas and Suggestions
- Topic: Merge beacons (and drain power?) for electricity calculation
- Replies: 6
- Views: 1673
Re: Merge beacons (and drain power?) for electricity calculation
Beacon could have a constant electricity drain. I don't think that would be bad for the game-play.
- Thu Feb 01, 2018 11:30 pm
- Forum: Duplicates
- Topic: [0.16.21] Crash wen loading 16.20 save with helicopters mod
- Replies: 0
- Views: 336
[0.16.21] Crash wen loading 16.20 save with helicopters mod
Game crashes when loading a 0.16.20 save with the helicopters mod. The loading bar reach the end, then nothing happens.
- Wed Jan 31, 2018 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Separate Enable/Disable conditions
- Replies: 4
- Views: 1927
Re: Separate Enable/Disable conditions
It's possible to do with combinators and I have done one with chests and inserters moving around a pistol instead of using combinators.