Search found 86 matches

by mward
Thu Feb 28, 2019 12:19 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33933

Re: [0.17.1] intro too hard

There is nothing in the tutorial about pollution, and therefore no way for a new player to know that the green circuits that they are still producing are causing the massive waves of biters to attack! The attack waves should be capped at a level where a couple of turrets on each side will hold them ...
by mward
Thu Feb 28, 2019 9:26 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33933

Re: [0.17.1] intro too hard

Either the whole point of Factorio has changed since 0.16, or the intro gives completely the wrong impression of the game. Is Factorio now a sort of "Tower Defence" game which relies on memorising enemy attack patterns and frantic clicking to desperately shore up your defences? Some people...
by mward
Wed Feb 27, 2019 5:18 pm
Forum: Duplicates
Topic: [0.17.1] Error in tutorial: "assertion failed"
Replies: 1
Views: 480

[0.17.1] Error in tutorial: "assertion failed"

After moving east and beginning to set up a base I had these two crashes: 3618.641 Error MainLoop.cpp:1085: Exception at tick 4250745: The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_tick (ID 0) __base__/lualib/c...
by mward
Fri Sep 28, 2018 2:34 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209942

Re: [MOD 0.16] Upgrade planner

With the latest version of Sea Block, Upgrade planner can upgrade speed module 0 to speed module 1, but does not upgrade productivity module 0 to productivity module 1 either manually or using bots.
by mward
Tue May 22, 2018 11:05 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 59475

Re: Please, no device dependent coordinates

Note: Factorio has a scalable GUI. But the scale is device dependent. So on full-hd I have to set the scale to 100% while on 4k I need 200%. If you take the scale set in the config and use the DPI into consideration to generate an internal scale factor then the GUI would look&feel the same on e...
by mward
Thu Sep 07, 2017 12:51 pm
Forum: Show your Creations
Topic: Automated Robot Production and Distribution
Replies: 1
Views: 7258

Automated Robot Production and Distribution

With the new feature which allows roboports to output "available logistic bots" and "available construction bots" as signals, it is possible to automatically make more bots and inject them into the system whenever the number of available bots falls below a certain value (say, 100...
by mward
Fri Aug 04, 2017 1:18 pm
Forum: Ideas and Suggestions
Topic: Worker robot cargo size infinite research
Replies: 9
Views: 5167

Worker robot cargo size infinite research

TL;DR Make the "worker robot cargo size" research infinite to allow larger bases that rely on logistics robots. What ? The worker robot cargo size research could be made infinite, probably with exponential cost, like the worker robot speed research. Why ? The infinite robot speed research...
by mward
Thu Aug 03, 2017 1:45 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 246266

Re: Performance optimization - post your saves

Just a small factory ... around 1.2 kspm (kilo science per minute, so over one rocket per minute plus all the other science) I decided to switch to bots for almost everything, including unloading trains, and ended up with around 60,000 bots. The sky over the railyard and smelting area gets a bit cro...
by mward
Sat Jun 10, 2017 9:16 am
Forum: News
Topic: Friday Facts #194 - Automated combinator pipeline
Replies: 27
Views: 24190

Re: Friday Facts #194 - Automated combinator pipeline

Re the 7x7 symbols: us ancient ones can remember when 8x8 bitmap fonts were considered "high resolution". The 8x8 grid needed to include spaces between the characters, and descender (letters like j, p and j that extend below the baseline). So of course a 7x7 grid is enough for any symbols ...
by mward
Fri May 26, 2017 3:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.14] Crash research finished & click next research
Replies: 3
Views: 1187

Re: [0.15.14] Crash research finished & click next research

This might be the same bug. No mods are installed. I am on Linux 4.4.68

To reproduce the crash:

1 Load the save file S01.zip
2 Press T to bring up research
3 Click on laser (which is unavailable) see that it needs plastic
4 Click on plastic
5 Crash!
by mward
Wed Apr 26, 2017 2:25 pm
Forum: Resolved Problems and Bugs
Topic: [15.2] Linux Update failed status 500
Replies: 3
Views: 899

Re: [15.2] Linux Update failed status 500

HanziQ wrote:Fixed
It is indeed. Wow!
by mward
Wed Apr 26, 2017 1:57 pm
Forum: Resolved Problems and Bugs
Topic: [15.2] Linux Update failed status 500
Replies: 3
Views: 899

[15.2] Linux Update failed status 500

I just downloaded 0.15.2 x64 Linux and logged in with my username and password and I get this popup: Update failed Download failed (status 500; Connection to the authorization server failed.) The log message is: Info Updater.cpp:743: Downloading https://updater.factorio.com/get-available-versions?us...
by mward
Mon Jul 25, 2016 11:21 am
Forum: Ideas and Suggestions
Topic: [0.13] Make inventory size increase permanent
Replies: 4
Views: 1296

Re: [0.13] Make inventory size increase permanent

ssilk wrote:Well, it leaves out moments, when you die in multiplayer; for example. So I'm not for permanent increase.
We just reload from the last autosave whenever somebody dies in co-op multiplayer!
by mward
Sat Jul 23, 2016 11:31 am
Forum: Ideas and Suggestions
Topic: [0.13] Make inventory size increase permanent
Replies: 4
Views: 1296

[0.13] Make inventory size increase permanent

It is great that the power armor causes an increase in inventory size. However, when you switch from Mk1 to Mk2, your inventry size drops back to normal in between. Everything in the extra slots gets dropped: in my case this was all the cool stuff I had taken out of my power armor, some of which lan...
by mward
Thu Mar 26, 2015 11:39 am
Forum: Ideas and Suggestions
Topic: New game mode: Initially Peaceful
Replies: 1
Views: 848

New game mode: Initially Peaceful

Initially Peaceful mode is just what the name suggests: you start in peaceful mode (aliens do not attack unless you attack them), but as soon as you attack an alien the mode switches to normal mode. Better have all your defences set up before you "declare war" on the aliens with an unprovo...
by mward
Thu Mar 26, 2015 9:24 am
Forum: Ideas and Suggestions
Topic: Fast replaceable power poles
Replies: 4
Views: 1849

Re: Fast replaceable power poles

You can replace belts and assemblers by their upgraded versions, so it makes sense to do the same with power poles.
by mward
Thu Mar 26, 2015 9:23 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 35370

Re: Removing walls above resources

I never mine any resources by hand, apart from a few trees to power the first few miners and furnaces.

So a toggle which turns off hand mining (apart from trees) would be useful in map generation: something like "Allow hand mining".
by mward
Thu Mar 26, 2015 8:00 am
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 259781

Re: Tips, Designs, & Tricks

Forest clearance: Construction bots are the fastest way to clear forests. You can even use the wood in your furnaces automatically. They will also pick up alien artifacts for you. I research bots as soon as possible: before upgrading the shotgun or armor or capsules. Construction bots placing laser ...
by mward
Wed Mar 25, 2015 7:21 pm
Forum: General discussion
Topic: Factorio Speedrun in Less Then 4 Hours!
Replies: 28
Views: 25444

Re: Factorio Speedrun in Less Then 4 Hours!

Did you consider using contstruction bots to speed the building process?

They take time to research and make, but then you can copy/paste your entire mining/smelting/circuit production setup in one go.
by mward
Wed Jan 07, 2015 6:05 pm
Forum: General discussion
Topic: Automatic mining bases expansion (or eliminating the need)
Replies: 31
Views: 20201

Re: Automatic mining bases expansion (or eliminating the nee

A totally different approach to, not eliminate but at least reduce the need for mining base expansion, is a slight change to the terrain generator. Currently it appears that there is a maximum size for resource deposits. If the maximum were rasied to a very large value, with a correspondingly small ...

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