Search found 201 matches

by Dune
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...
by Dune
Wed Feb 27, 2019 8:30 pm
Forum: Ideas and Suggestions
Topic: [0.17.0] Campaign 1 Observations
Replies: 26
Views: 6173

Re: [0.17.0] Campaign 1 Observations

Just as the final tech completed, some of what looks like debug text showed up on screen, seen in upper right corner of screenshot.

Image
by Dune
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...
by Dune
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 ...
by Dune
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...
by Dune
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.
by Dune
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 ...
by Dune
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...
by Dune
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...
by Dune
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.
by Dune
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...
by Dune
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.
by Dune
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 ...
by Dune
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...
by Dune
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...
by Dune
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...
by Dune
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...
by Dune
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...
by Dune
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...
by Dune
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...

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