Search found 226 matches
- Fri Mar 01, 2019 2:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1][OSX] Controls setting KEYPAD ENTER changes to RETURN
- Replies: 6
- Views: 3400
Re: [0.17.1][OSX] Controls setting KEYPAD ENTER changes to RETURN
Thank you for keep them separate keys ...
- Thu Feb 28, 2019 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Bots get confused when upgrade planner is used twice
- Replies: 4
- Views: 3596
Re: [0.17.2] Bots get confused when upgrade planner is used twice
I think the reason for getting jammed is that the bots have the wrong item in inventory. In slow: Your bots get order to replace yellow belts with red ones. One of your bots goes to your inventory and get one red belt. At this point (or just be ore) the tile-entity will be assigned to exactly that b...
- Thu Feb 28, 2019 7:11 am
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.2] Campaign: Automated production: pm = per minute, not explained ... Newbie trap
- Replies: 9
- Views: 3249
Re: [0.17.2] Campaign: Automated production not counted correctly - can not go forward
Yeah, I think the "pm" needs to be described in text somewhere as that had me confused for a minute as well. BTW: I've last played longtime ago. So I'm now just like a newbie. I've found some newbie blocking points in campaign, but I don't know where to post... Goes it in bug forum as well?
- Wed Feb 27, 2019 11:15 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.2] Campaign: Automated production: pm = per minute, not explained ... Newbie trap
- Replies: 9
- Views: 3249
[0.17.2] Campaign: Automated production: pm = per minute, not explained ... Newbie trap
I've set up 3 assembles to produce "Firearm Magazine". Two of them inserting in the same box. As you can see on screenshot (right side), there are 37 Magazines in the right box. There are also 27 magazines in left box (between two assemblers). The objective toggles around 16 magazines (som...
- Sat Feb 23, 2019 12:39 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155407
Re: Friday Facts #283 - Prepare to Launch
Unless you mean they promised that they will release it next week if there are no problems then sure. That's exactly what I tried to say. BTW: I also promised that I try to get to work on time. And there are only less than 3 days a year where I miss the goal. So I think we may have a good chance to...
- Fri Feb 22, 2019 10:35 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155407
Re: Friday Facts #283 - Prepare to Launch
They never promised week of the 25th either. If it's not out by Wednesday, it will probably slip to the week of the 4th of March. You are a little bit wrong. They stated in FFF 282: If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the wee...
- Fri Feb 22, 2019 10:26 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155407
Re: Friday Facts #283 - Prepare to Launch
Can I assume that next Monday, the 25th would be the release of 0.17? Would like to take the day off and knowing in advance would be great. If any devs could give a lead to when we should expect release day, that would be very appreciated. Thanks No. Because they have written in last FFF that it wi...
- Fri Feb 22, 2019 4:54 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 84505
Re: Friday Facts #282 - 0.17 in sight
What is going to happen to existing 0.16 maps during the upgrade? Will these keep using the old noise function after upgrade, and generate new chunks which match the old ones, or will there be sudden transitions like we've seen in the past? There will be sudden transitions like in the past. So TOGo...
- Sun Jan 20, 2019 12:55 am
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65876
- Fri Jan 11, 2019 11:45 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153983
Re: Friday Facts #275 - 0.17 Science changes
Hi, I have been play testing the changes with a mod. While it may be minor I found that with the removal of the 2 inputs for a tier 1 assembler there is now a lack of progression for automating the Logistics Science Pack. I honestly don't really care about the input restriction for assemblers, howe...
- Tue Jan 08, 2019 7:07 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153983
Re: Friday Facts #275 - 0.17 Science changes
Coal liquefaction could be an early game thing to delay the need for expansion to the first oil patch if it would be available early enough and woukld work without the oil bootstrapping. But in its current state i see no use case for it. I never used coal liqefaction in my multiple modded and unmod...
- Mon Jan 07, 2019 11:20 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210589
Re: Friday Facts #266 - Cleanup of mechanics
Ähm... Hello? I'm just here pecause I've get a massage I've been quoted (thanks for that). But as far as I see you're a little bit off topic. I can understand that removing of that pickaxe hurts you - I don't like it too (also that with 6 slots for AM1). And it is still hard to be objective on such ...
- Mon Jan 07, 2019 10:43 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64252
Re: Friday Facts #276 - Belt item spacing & Script rendering
Also, I think that ratio breaking updates should be MORE common. Factorio is a solved game and every multiplayer map is just people plopping down the same massive blueprints they didn't even make. And everybody just waiting for it to build. I agree with this, look at nuclear power - 'perfect' ratio...
- Fri Dec 28, 2018 7:15 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153983
- Fri Dec 28, 2018 7:03 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153983
Re: Friday Facts #275 - 0.17 Science changes
Thank you great job! I Like the most changes explained in fff. But I do not like the Idea of having all 6 ingredients slots free in assembling machine. I'd hoped you would decide in a different way - but as I see your decision stays. I think a little bit of speedup and some module-slots are not wort...
- Fri Nov 02, 2018 9:28 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47706
- Sun Oct 28, 2018 1:01 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210589
Re: Friday Facts #266 - Cleanup of mechanics
Assembling machine ingredient limit removal I like it, that the later Assembling machines can do really more than the earlier ones. The game forces me to create them and thus directs me and guides me. The goal to just speed up things might not always be enough: I can automatically produce items of ...
- Fri Sep 28, 2018 9:09 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52396
Re: Friday Facts #262 - Hello my name is: Compilatron
Please change your mind. :) As far I can see, there are different meanings about this cute sidekick. I don't know what's the new story is about. But if the crash landed space ship is already in, I like to mention a idea for compilatron in non-campaign game: Please add an option for " ship wreck...
- Fri Sep 07, 2018 9:29 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 60596
Re: Friday Facts #258 - New autoplace
Please set an option for large forest. I've got the feeling that there are less trees on map as in the old times (pre 0.16)
- Tue Aug 28, 2018 5:33 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50267
Re: Friday Facts #257 - NPE/Campaign update
I have more interest in implementing Deep Water Sites, which cannot overbuild with landfill and you have to build (much more expensive) bridges instead. On the bridges should only railtracks and electricpoles be allowed to build, no assemblers or similar stuff And belts. And probably rail signals? ...