Search found 201 matches
- Wed Feb 27, 2019 9:16 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Campaign 1 Observations
- Replies: 26
- Views: 6173
Re: [0.17.0] Campaign 1 Observations
Without some kind of endless tech, the 6 ppm science requirement might not be doable if the science had been finished before reaching the 6 ppm. You don't have to put the science packs in a lab; I reached that requirement sticking them in a chest. It's actually easier, because you only need one ass...
- Wed Feb 27, 2019 8:30 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Campaign 1 Observations
- Replies: 26
- Views: 6173
- Wed Feb 27, 2019 7:49 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Campaign 1 Observations
- Replies: 26
- Views: 6173
Re: [0.17.0] Campaign 1 Observations
Finished the campaign, and I didn't die. If the game had gone another minute, I was dead. My defenses were just being overrun when I finished. There is no way a new player could survive this, unless the code behind is purposefully ramping up attacks there at the end to overrun just for the thrill th...
- Tue Feb 26, 2019 9:21 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Campaign 1 Observations
- Replies: 26
- Views: 6173
Re: [0.17.0] Campaign 1 Observations
A thought, since the attacks are so aggressive, if a player loses here. They probably won't have a save from the beginning of this Part 2. There might be from the menu an option to start at Part 2 and not have to restart from the beginning. Maybe give the Introduction Campaign its own sub-menu that ...
- Tue Feb 26, 2019 9:09 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Campaign 1 Observations
- Replies: 26
- Views: 6173
Re: [0.17.0] Campaign 1 Observations
C1 001.zip Okay, some of what I said obviously isn't material, since I didn't know the campaign moved to another section, and the "game continued." Up until the point I'm at, it says to build a science assembly to get 6 packs per minute. A quick thought, is it is pretty intense. New playe...
- Tue Feb 26, 2019 7:18 pm
- Forum: Pending
- Topic: [0.17.0] Mods window, no X in upper right corner to close it
- Replies: 5
- Views: 1348
[0.17.0] Mods window, no X in upper right corner to close it
So, all the other GUI windows so far that I've seen have an X in the upper right corner of the window to close it, except the Mods window.
- Tue Feb 26, 2019 7:09 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Campaign 1 Observations
- Replies: 26
- Views: 6173
[0.17.0] Campaign 1 Observations
I'm finding it confusing, and I'm an experienced player. The smashed buildings, it's not clear that throwing materials at them, fixes them. A right click or hovering mouse over the smashed building, tool tip, that explains that would help. While the bot is explaining the bits to the GUI, the GUI is ...
- Mon Feb 25, 2019 8:05 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155003
Re: Friday Facts #283 - Prepare to Launch
I thought I read in the FF that release was today, February 25th, but now I can't find it. Here I sit anxiously awaiting. Is release today? Edit: I found it, it was in FF 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...
- Thu Jan 03, 2019 11:37 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153514
Re: Friday Facts #275 - 0.17 Science changes
I don't want to be negative, but I thought the goal of 0.17 was to polish for launch. These changes "should" take another year of testing. As you're essentially making a new tech tree. I know developers have free reign to do as they please, but 0.16 is a fun game. As coders, don't you know...
- Wed Sep 26, 2018 6:32 am
- Forum: Duplicates
- Topic: [0.16.51] Decider Combo not passing input count to different symbol
- Replies: 5
- Views: 1294
Re: [0.16.51] Decider Combo not passing input count to different symbol
I guess I get the use case. Pass the value if (some other) value passes a check.
- Wed Sep 26, 2018 6:07 am
- Forum: Duplicates
- Topic: [0.16.51] Decider Combo not passing input count to different symbol
- Replies: 5
- Views: 1294
Re: [0.16.51] Decider Combo not passing input count to different symbol
Still seems that this is a bug. You can output a different symbol if you use the radio button to select 1 instead of input count. I read the "Version .13.0 Change log Decider combinator "input count" option makes the combinator copy the count of the specified output signal from the in...
- Wed Sep 26, 2018 5:33 am
- Forum: Duplicates
- Topic: [0.16.51] Decider Combo not passing input count to different symbol
- Replies: 5
- Views: 1294
Re: [0.16.51] Decider Combo not passing input count to different symbol
picture shows a couple of mods, but I removed all but creative mode and still have the same issue.
- Wed Sep 26, 2018 5:27 am
- Forum: Duplicates
- Topic: [0.16.51] Decider Combo not passing input count to different symbol
- Replies: 5
- Views: 1294
[0.16.51] Decider Combo not passing input count to different symbol
So, if the decider combo has a value input and it passes the check say, 5000 yellow belts greater than zero. And I want to output 'A', nothing is output. But if I output the same symbol, in this case yellow belt, it works. The bug is that the symbol cannot be changed and get the input count. If you ...
- Sat Sep 15, 2018 9:43 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115910
Re: Friday Facts #260 - New fluid system
Honestly, thanks for the update. Any help on fluids is much appreciated. Fluids is the biggest challenge in factorio, such that I find putting fluids on trains and transferring them that way, much easier than trying to pipe them. Fluid mechanics, be damned. This isn't a simulation on real world mode...
- Fri Sep 14, 2018 4:03 am
- Forum: General discussion
- Topic: Off siting plate production for first huge exapansion?
- Replies: 8
- Views: 3467
Re: Off siting plate production for first huge exapansion?
Off site production, commonly called an outpost, is typical of any factorio base that uses trains. You can have a mine outpost, that mines ore and loads a train. The train brings the ore to another location for processing. Sounds like you do this already, and bring it to the main base for processing...
- Fri Sep 14, 2018 3:43 am
- Forum: Gameplay Help
- Topic: Stuck with a circuit Network, please help
- Replies: 12
- Views: 3396
Re: Stuck with a circuit Network, please help
Some questions. 1) Did you build it? 2) Did you try to insert fuel into any of the reactors? Whatever the answers, I suggest. First, copy it and then make a deconstructor for all the combinators. Wipe them out and re-paste the blueprint once the reactors have stopped their work and have been emptied...
- Sat Sep 01, 2018 2:49 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 60349
Re: Friday Facts #258 - New autoplace
I feel the 0.16 map generator is a bum. I liked 0.15. Resources, water etc were evenly spread out. Water was natural looking. Water and land in 0.16 looks completely unnatural, like the swirl in a coffee latte. It's very difficult to work with and need lots of landfill. If there's not oil in the sta...
- Sat Aug 18, 2018 6:20 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 245539
Re: Performance optimization - post your saves
That said your save doesn't run much faster on my desktop. So it just gotten too big. Things take the most time to update in your save are inserters, transport lines and pipes. @posila - what are transport lines? belts? For pipes, I heard mention that work on improving pipes was coming. Any word on...
- Thu Aug 16, 2018 1:42 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209637
Re: [MOD 0.16] Upgrade planner
I don't know if this is the place to talk about the changes coming for the 0.17 vanilla implementation of the Upgrade Planner. In the Friday Facts, it is shown to work off construction bots. At the moment, the current upgrade planner will work prior to the person having personal roboports and bots i...
- Thu Aug 16, 2018 1:39 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209637
Re: [MOD 0.16] Upgrade planner
I can't seem to figure out how to remove the Upgrade Planner inventory items/icons. I end up with a bunch of them that I can't delete. Same here. I thought the small remove button in the top right corner will remove the item like blueprints does, but it just reset the whole thing, which is kinda us...