Search found 95 matches
- Wed Mar 23, 2016 4:11 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 33612
Re: Remove or Miniaturize Circuit Networks
As much as I find the suggestion to remove it very troll-ish and as much as I love circuits here, in minecraft, etc..., the original post does have a point: Explain why big buildings giving out high power sparks to wires are needed for basic logic operations, when there are small circuit boards, pro...
- Wed Mar 23, 2016 3:54 pm
- Forum: Implemented Suggestions
- Topic: key to walk slowly
- Replies: 6
- Views: 14206
key to walk slowly
merged with existing suggestion
-- daniel34
A key to walk slowly while having fast running armor would be useful, e.g shift.
To pick up items of belts, pressure plate mods, ...
Thanks!
-- daniel34
A key to walk slowly while having fast running armor would be useful, e.g shift.
To pick up items of belts, pressure plate mods, ...
Thanks!
- Fri Mar 18, 2016 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Making trains and robots more needed
- Replies: 4
- Views: 1980
Making trains and robots more needed
Hi, You can finish the freeplay game with rocket and sattelite perfectly fine with only transport belts. I read the awesome wiki article https://wiki.factorio.com/index.php?title=Transport/What_Transport_for_which_case%3F The article boils down to: -for long distances, trains are best -for medium ca...
- Thu Mar 17, 2016 2:38 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 56501
Re: Friday Facts #122 - Better circuit network (Part 1)
Splitting belt sides using underground belts is also bug, but it's also great feature. http://i1.kwejk.pl/k/obrazki/2013/10/f26ea0235d1ed5be9632dc904dd1507d_gif.gif Maybe few people use it, but still use. After changing splitter behavior they will be forced to give up that. You want to ruin others ...
- Thu Mar 17, 2016 1:56 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 56501
Re: Friday Facts #122 - Better circuit network (Part 1)
My worry is this: If I have a belt with iron plates on both lanes, for max throughput. Now I want to use a splitter, to split half of it to a section of the factory that uses iron. But the main belt should keep max throughput on both lanes after the split. There may be faster belt types before the s...
- Thu Mar 17, 2016 11:29 am
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 56501
Re: Friday Facts #122 - Better circuit network (Part 1)
Do you mean the described "ugly" problem was fixed? In that case I had missed that. Then I'm perfectly happy with it as isNeotix wrote:Right now splitters work perfectly fine. They don't prioritize left side anymore but still work per item type. For me it's the best behavior.
- Thu Mar 17, 2016 10:33 am
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 56501
Re: Friday Facts #122 - Better circuit network (Part 1)
For the splitters, how about doing it both per lane and per item? So two per-item memories, one per lane. The "nonsense" is pretty bad for a factory where you want to split stuff off to a section as it may halve throughput. So I vote that fixing the per-lane is most important. But when hav...
- Tue Mar 15, 2016 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Make trees more visible in map
- Replies: 18
- Views: 7565
Re: Forst more visible on the map
Ok I +1'd it. Also looks like I accidently posted this in the wrong forum, I intended to put it in suggestions but it's in gameplay help. Sorry.
Anyway, other thread is from 2014, so I assume they don't take this suggestion
Anyway, other thread is from 2014, so I assume they don't take this suggestion
- Tue Mar 15, 2016 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Make trees more visible in map
- Replies: 18
- Views: 7565
Re: Make trees more visible in map
+1 to more visible forest, seriously...
- Tue Mar 15, 2016 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Make trees more visible in map
- Replies: 18
- Views: 7565
Forst more visible on the map
Hi, I really need to squint and look at the right angle to my screen to see forest on the map. Yet forest is so important for finding good vs bad paths to walk somewhere. Colors of terrain types like desert and grass have almost no effect but those are visible on the map... in fact I often confused ...
- Tue Mar 15, 2016 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.26][Twinsen] Rocket silo % not updated if productivity
- Replies: 4
- Views: 2983
Re: [0.12.26][Twinsen] Rocket silo % not updated if productivity
Ha ha, it was indeed at 53%, awesome
- Mon Mar 14, 2016 11:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.26][Twinsen] Rocket silo % not updated if productivity
- Replies: 4
- Views: 2983
[0.12.26][Twinsen] Rocket silo % not updated if productivity
I noticed a tiny cosmetic bug: If the rocket silo has productivity modules, and the productivity bar is full, then one would expect the percentage to increase. But it doesn't. But when then the normal green bar is full, the percentage goes +2, so the productivity bonus at least got applied. I think ...
- Fri Mar 11, 2016 12:31 pm
- Forum: Gameplay Help
- Topic: Personal robots and logistics slots
- Replies: 5
- Views: 2863
Re: Personal robots and logistics slots
That's dissapointing :( Is this just because it's not implemented yet, or on purpose for gameplay reasons? Searching the internet for personal roboports and logistics bots gives nothing. The personal roboport is described as "acting like a real roboport", so it should support logistics bot...
- Fri Mar 11, 2016 1:12 am
- Forum: Gameplay Help
- Topic: Personal robots and logistics slots
- Replies: 5
- Views: 2863
Personal robots and logistics slots
Hi, I have a personal roboport in my armor. I have logistics robots in my inventory. I have a passive provider chest with ammo. I have requested ammo in my personal logistics inventory. Should it be possible for the logistics robots to bring me the ammo? They don't for some reason. Only if I make a ...
- Fri Mar 11, 2016 12:25 am
- Forum: Ideas and Suggestions
- Topic: small improvement for default save
- Replies: 3
- Views: 1252
When saving highlight last manually saved game
Hi,
When opening the save menu, it has by default the last game you *loaded* selected.
This is misleading, when using manual save often, it doesn't highlight the last game you saved.
It would be awesome if that one was selected by default there instead.
Thanks!
When opening the save menu, it has by default the last game you *loaded* selected.
This is misleading, when using manual save often, it doesn't highlight the last game you saved.
It would be awesome if that one was selected by default there instead.
Thanks!
- Thu Mar 10, 2016 6:10 pm
- Forum: Ideas and Suggestions
- Topic: Forklifts to move around chests
- Replies: 21
- Views: 9632
Forklifts to move around chests
One of the more tedious and annoying things of the game is having a chest full of junk somewhere, and now you want it out of the way, move it elsewhere. Moving the stuff through inventory is tedious, and so is using belts and inserters. So it would be awesome to have a new vehicle, the forklift. Wit...
- Sun Mar 06, 2016 6:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [12.26] Impossible turret configuration in new hope level 4
- Replies: 1
- Views: 2168
[12.26] Impossible turret configuration in new hope level 4
See screenshot:
http://imgur.com/BoTKVxI
The area inside the walls is not big enough for those turrets. They cannot fit, it's impossible to build this yourself, the walls and turrets overlap. I think it's a leftover from when turrets were smaller in an older version.
http://imgur.com/BoTKVxI
The area inside the walls is not big enough for those turrets. They cannot fit, it's impossible to build this yourself, the walls and turrets overlap. I think it's a leftover from when turrets were smaller in an older version.
- Sun Mar 06, 2016 9:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.25] Hang when autosaving while pressing e
- Replies: 3
- Views: 1131
Re: [0.12.25] Hang when autosaving while pressing e
Yes, it was in the new hope level with the train track and that was the error when loading. And indeed it was after taking iron chest I think.
It also was hanging while saving though! Had to kill the game. I don't see that in the linked thread.
It also was hanging while saving though! Had to kill the game. I don't see that in the linked thread.
- Sat Mar 05, 2016 11:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.25] Hang when autosaving while pressing e
- Replies: 3
- Views: 1131
[0.12.25] Hang when autosaving while pressing e
Hi, The game autosaves every two minutes. This worked fine. However, at one point, I pressed "e" for the inventory exactly at the same time when it autosaved. The game was then hanging. Nothing could continue it (any key press, ...). Also, when then trying to load the autosave, it was corr...
- Sun Feb 15, 2015 1:52 pm
- Forum: General discussion
- Topic: 0.12 New Circuit stuff (from the FF)
- Replies: 11
- Views: 8441
Re: 0.12 New Circuit stuff (from the FF)
OT: Belts sensors & enabling-belts-with-CCnet reminded me of a game called "Tile factory" It would perhaps also allow for "packetized" item delivery on a belt (i.e. 50 copper ore, 5x space, 50 coal, 5x space, repeat) It would allow tons and tons of awesome stuff, and persona...