Search found 193 matches

by TheRaph
Wed Mar 06, 2019 9:14 pm
Forum: Not a bug
Topic: [0.17.6]Can't store deconstruction planer in BP-Lib (bug or missing feature?)
Replies: 1
Views: 297

[0.17.6]Can't store deconstruction planer in BP-Lib (bug or missing feature?)

If one has Setup different decon planer (different white lists, black lists etc.) he has to carry it around in inventory. As far as I see it is not possible to add it to BP-library.

Edit: May the same with the green one (But I don't know if it is configurable in different ways).
by TheRaph
Mon Mar 04, 2019 12:17 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 15120

Re: [0.17.1] intro too hard

What did you all do? I had placed only 5 turrets at each side. And I put them on the clifs, so I don't need to protect them. I had built a second line with 3 turrets on the cliffs to the left hand side near Iron patch (that was my first line, that 5 turret one was built later). It works very fine. I...
by TheRaph
Sun Mar 03, 2019 9:45 am
Forum: Campaign / Scenario suggestions
Topic: [0.17.3] Campaign: my feedback
Replies: 3
Views: 447

Re: [0.17.3] Campaign: my feedback

I love reading these, thanks for posting. :) You are welcome. BTW. I need to add one sentence to my feelings. I feel betrayed because Compilatron doesn't tell me about that fish in the car. (The car doesn't looks origin so I think it was on the ship, but why has it fish in it? Was it, because we us...
by TheRaph
Sat Mar 02, 2019 10:21 pm
Forum: Campaign / Scenario suggestions
Topic: [0.17.2] Tutorial experience report
Replies: 4
Views: 860

Re: [0.17.2] Tutorial experience report

Some Answers ... It gets worse when the frame rate drops, which it did surprisingly early. My screen resolution is 1680 X 1050. The computer is 8-core 3 GHz, 64-bit, 16 GB RAM. FPS was down to 13.2 with 2 assemblers, 1 lab, some belt, and 6 burner-inserters on the screen. Curiously it increased to 1...
by TheRaph
Sat Mar 02, 2019 11:56 am
Forum: Ideas and Suggestions
Topic: Biter carcasses should fade out
Replies: 4
Views: 402

Re: Biter carcasses should fade out

Additional to that: please make a config for that "fade-out-time".
by TheRaph
Sat Mar 02, 2019 11:51 am
Forum: Campaign / Scenario suggestions
Topic: [0.17.3] Campaign: my feedback
Replies: 3
Views: 447

[0.17.3] Campaign: my feedback

Here I like to write down my feelings about the new campaign. I didn't play factorio for a few month, so I've forgotten the most and has played the campaign as like a newbie. I happily survived a crash landing and meet my best friend... Compilatron. I yust feel it's name is to long and to complex. I...
by TheRaph
Fri Mar 01, 2019 10:37 pm
Forum: Implemented Suggestions
Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
Replies: 11
Views: 1637

Re: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confus

I very much disagree. It is fully normal, that in a "campaign" (this is not stated as "tutorial") some buildings exist which are special and not available in free play. (Did you ever play C&C TS?) This special assemblers are colored in red (not available in free play) so they...
by TheRaph
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: 2076

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...
by TheRaph
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: 1510

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?
by TheRaph
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: 1510

[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...
by TheRaph
Sat Feb 23, 2019 12:39 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 93325

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...
by TheRaph
Fri Feb 22, 2019 10:35 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 93325

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...
by TheRaph
Fri Feb 22, 2019 10:26 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 93325

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...
by TheRaph
Fri Feb 22, 2019 4:54 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 47918

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...
by TheRaph
Sun Jan 20, 2019 12:55 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 31644

Re: Friday Facts #278 - The new quickbar

crysanja wrote:
Sat Jan 19, 2019 9:27 am
I would like to export/import/save my quickbar - this way i would not have to create it again and again in each following game. =)
+1 that would be a nice feature
by TheRaph
Fri Jan 11, 2019 11:45 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 72887

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...
by TheRaph
Tue Jan 08, 2019 7:07 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 72887

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...
by TheRaph
Mon Jan 07, 2019 11:20 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 106687

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 ...
by TheRaph
Mon Jan 07, 2019 10:43 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 32450

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...

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