Search found 158 matches
- Fri Oct 14, 2016 6:01 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 115231
Re: Friday Facts #160 - Playtesting
I see that you want to address turret creep and I think this is a great idea. It can be super overpowered in the early game before you have combat bots and a turret 'start-up' time would be the perfect fix. I do however have to mention that I think something is missing with regards to the player cla...
- Wed Oct 12, 2016 5:51 pm
- Forum: Not a bug
- Topic: [0.14.13] Blueprint drop to toolbar issue
- Replies: 1
- Views: 804
[0.14.13] Blueprint drop to toolbar issue
Found an issue with blueprints not dropping to the toolbar when quick-dropping (Q) if another blueprint is already on the toolbar. This somewhat makes sense as items will not drop to the toolbar automatically if another item of that type is already present on the toolbar, however seeing as blueprint...
- Mon Oct 10, 2016 9:46 am
- Forum: Duplicates
- Topic: Filter being ignored when putting item back
- Replies: 3
- Views: 956
Re: Filter being ignored when putting item back
I am guessing you might still be using version 13 as this was fixed in 0.14.8 - viewtopic.php?f=11&t=32952
- Sun Oct 02, 2016 8:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] 0.14.1 - Tanks handle slowly
- Replies: 13
- Views: 6930
Re: 0.14.1 - Tanks handle slowly
This spiked my interest so I decided to take a look myself. I ran two turning-circle tests on version 0.12 and 0.14 (don't have a copy of 0.13) and found that the maneuverability is indeed wonky in 0.14 Here is a comparison side by side; note that the version 0.12 tank is able to turn in a fairly ti...
- Sat Oct 01, 2016 1:17 pm
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 41750
Re: Friday facts #157 - We are able to eat paper, but we don't do it
We changed to 4 bytes: x (1 byte, 5 bits for tile, 3 bits for the rest) y (1 byte) decorative id (1 byte) count (1 byte) With the count added, we could save small chunks (I estimate 5-10) of decoratives as one. Sounds like a great optimization! Out of curiosity since the entities are no longer save...
- Thu Sep 29, 2016 12:39 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 118
- Views: 95088
Re: Combinator Contraptions
Damn Dave that was incredibly quick! Unfortunately the range will likely be above 46000 so I will have to use the 3-tick version but that's incredibly efficient and I can now see where I totally over-engineered my comparitor. Thanks for your help!
- Thu Sep 29, 2016 8:56 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 118
- Views: 95088
Re: Combinator Contraptions
Alright, I've been at it for hours and cannot come up with something that I am happy with. Time to ask the experts; I am trying to build an odd-even sorting system and I am having trouble coming up with a comparitor that is appropriate for the task. The comparitor needs to take two inputs and compar...
- Wed Sep 21, 2016 5:36 pm
- Forum: Ideas and Suggestions
- Topic: New UI/UX Arrangement+ idea [With Image Execution]
- Replies: 7
- Views: 4084
Re: New UI/UX Arrangement+ idea [With Image Execution]
So i came with this idea, only for chest window there will be all mini icon to transfer item quickly. FYI - this can be done already using keyboard shortcuts. Shift-click to move the stack the cursor is over, shift-right-click to move half the stack over or ctrl-click to move all of that type of it...
- Mon Sep 19, 2016 6:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.17] Biters build too close to players structues
- Replies: 24
- Views: 8461
Re: [0.13.17] Biters build too close to players structues
Although I wouldn't classify this as a 'bug' per se I really do think that it needs to be tweaked for balance purposes. Combat is tedious at the best of times and trying to maintain train lines etc (especially when an attack occurs when you're miles away) is nothing short of infuriating and doesn't ...
- Mon Sep 19, 2016 8:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.7] [Rseding91] Inventory filter error with quick-drop
- Replies: 1
- Views: 1739
[0.14.7] [Rseding91] Inventory filter error with quick-drop
Really obscure, but worth reporting none the less I guess. Steps to reproduce: 1. Hold an item in your hand from your hotbar that is set to be filtered 2. Open some sort of inventory and remove an item filter inside that inventory (middle mouse click) 3. Swap the item in your hand for the previously...
- Sun Sep 18, 2016 7:06 am
- Forum: Not a bug
- Topic: [14.7] possible bug with combinators
- Replies: 1
- Views: 937
Re: [14.7] possible bug with combinators
This was changed in version 0.13, decider combinators no longer 'change' the signal type unless you output a specified signal with value 1. The rest of the time they will output the desired signal at the input count based off of what is on the input side. Here's the official patch note: Decider comb...
- Sat Sep 17, 2016 6:18 am
- Forum: Duplicates
- Topic: [0.14.7] CTD when building rail
- Replies: 1
- Views: 738
[0.14.7] CTD when building rail
Had a crash to desktop when trying to build the rail shown in the following pic. This is possibly related to https://forums.factorio.com/viewtopic.php?f=7&t=32743 http://i.imgur.com/SeELJo2.png 8002.979 Loading map C:\Users\David\AppData\Roaming\Factorio\saves\V13 Megabase.zip 8003.044 Info Scen...
- Sat Sep 17, 2016 3:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.7] Gates not predicting player movement correctly
- Replies: 3
- Views: 2667
[0.14.7] Gates not predicting player movement correctly
This is a minor issue but thought it worth reporting regardless. Gates appear to only correctly predict player movement when the player is moving north towards a gate. From all other directions there is a stutter where the player hits the gate and there's a short period before the gate is 'open'. Ho...
- Fri Sep 16, 2016 3:40 pm
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 25859
Re: Friday Facts #156 - Massive Multiplayer
Damn that new terrain looks great! I have a question about it though - when it is implemented will it roll nicely into existing worlds or will we see the same sort of 'tearing' as we did jumping from 0.12 to 0.13 when the player loaded a 0.12 map and explored new areas?
- Mon Sep 12, 2016 4:24 am
- Forum: Combinator Creations
- Topic: Customisable Scrolling Display
- Replies: 13
- Views: 13547
Re: Customisable Scrolling Display
Really, great! Very simple, shouldn't take me long to poke through and figure out how to add custom characters. I use a few mods that give me a LOT more virtual signals, and allows me to use more colors on the lamps (grey and black as well, so I have to change those mappings). I could see it being ...
- Mon Sep 12, 2016 3:55 am
- Forum: General discussion
- Topic: Lamps and Decider Combinators
- Replies: 1
- Views: 1027
Re: Lamps and Decider Combinators
Hi there, I'm working on a making a "LCD Sign in Factorio. I'we been trying to fix this issue now for over 6 hous and can't take this any more!!!! This is what i'm trying to do: I want a lamp to Light up White when the value of "A" is beetween 0 to 200. Then I want the same Lamp to b...
- Mon Sep 12, 2016 3:48 am
- Forum: General discussion
- Topic: Where is a terrain segmentation
- Replies: 9
- Views: 4229
Re: Where is a terrain segmentation
There was a bug in early 0.13 versions when setting terrain segmentation to low. The fix was to remove the option to do that. :P so this means we no longer need that or is the world generation generating terrain segmentation on it's own ? Or is there some new World generation overhaul going on in f...
- Sun Sep 11, 2016 9:28 am
- Forum: Combinator Creations
- Topic: Customisable Scrolling Display
- Replies: 13
- Views: 13547
Customisable Scrolling Display
This is my scrolling display I created with the intention of it being easy to use (especially for those who are not combinator savvy :)) and implement into your own worlds! Here's a preview of the build: http://i.imgur.com/fs8hsFC.gif It features: Fully customisable lettering and numbering using the...
- Sun Sep 11, 2016 7:10 am
- Forum: Resolved Problems and Bugs
- Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
- Replies: 18
- Views: 12210
[0.14.5] Signals flashing on blueprint (Bug persists)
I have just updated to the latest experimental build and am finding that signals built by blueprinting intersections are still sometimes going into a flashing state. Deleting and replacing the signal turns it back into a normal state. This is a follow up of https://forums.factorio.com/viewtopic.php?...
- Sun Sep 11, 2016 7:04 am
- Forum: Combinator Creations
- Topic: Combinator Display Build
- Replies: 6
- Views: 19262
Re: Combinator Display Build
Hello, I love what you've done, and i would like to know if it is possible to setup a system to read the contents of the logistic network to display the current amount of resources in the system i.e. show a couple of digits using the rest of the displays (have it update once a minute to save ups) T...