Search found 95 matches

by Aardwolf
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...
by Aardwolf
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!
by Aardwolf
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...
by Aardwolf
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 ...
by Aardwolf
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...
by Aardwolf
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)

Neotix 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.
Do you mean the described "ugly" problem was fixed? In that case I had missed that. Then I'm perfectly happy with it as is :)
by Aardwolf
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...
by Aardwolf
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 :(
by Aardwolf
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...
by Aardwolf
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 ...
by Aardwolf
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 ...
by Aardwolf
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...
by Aardwolf
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 ...
by Aardwolf
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!
by Aardwolf
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...
by Aardwolf
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.
by Aardwolf
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.
by Aardwolf
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...
by Aardwolf
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...

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