Search found 354 matches
- Tue Oct 13, 2020 11:13 am
- Forum: Not a bug
- Topic: [1.0.0][Reminder for 1.1.0] Migration dialog should respond to hotkeys
- Replies: 2
- Views: 752
Re: [1.0.0][Reminder for 1.1.0] Migration dialog should respond to hotkeys
Sorry, I thought it was weird (and unintended) that the migration dialogue in 1.0.0 doesn't respond directly to the regular hotkeys (E and Enter), and instead seems to store the keypresses(?) until the dialogue is closed (i.e. after clicking Confirm, I pop out of my car and my inventory opens).
- Tue Oct 13, 2020 10:37 am
- Forum: General discussion
- Topic: "Widely used" settings that motivate the use of trains
- Replies: 10
- Views: 4555
Re: "Widely used" settings that motivate the use of trains
Try these changes from default: Reduce all resource densities to 33%. Reduce all resource frequencies to 50%. Double enemy expansion minimum group size (to 10). Halve enemy expansion maximum cooldown (to 30 min). Reducing density, especially, will force you out of the comfort of the starting area in...
- Tue Oct 13, 2020 10:07 am
- Forum: Not a bug
- Topic: [1.0.0][Reminder for 1.1.0] Migration dialog should respond to hotkeys
- Replies: 2
- Views: 752
[1.0.0][Reminder for 1.1.0] Migration dialog should respond to hotkeys
This is technically undefined behavior as of 1.0.0, but it was recently brought to my attention that there is intent for 1.1.0 to make all dialogs close consistently upon pressing E. I'd just like to point out that the version migration window that pops up when loading an older game save does not cu...
- Mon Oct 12, 2020 12:57 pm
- Forum: Implemented Suggestions
- Topic: Player Request Confirmation Not Needed
- Replies: 22
- Views: 5663
Re: Player Request Confirmation Not Needed
[...] The numbers you choose within the slider options *don't* take effect until you accept them. 'E', following suite, should not then apply these changes as it would be affecting the options / windows without an explicit "a-ok" from the player[...] Except that's not what "not affec...
- Mon Oct 12, 2020 3:16 am
- Forum: General discussion
- Topic: The RTS Twist
- Replies: 8
- Views: 2095
Re: The RTS Twist
b)
β³2) You lose your car and are forced to retreat, but because you're a true Factorian, you whip another car, more ammo, and some fuel out of your pocket and get back to clearing before the nests/worms have a chance to regenerate their health.
β³2) You lose your car and are forced to retreat, but because you're a true Factorian, you whip another car, more ammo, and some fuel out of your pocket and get back to clearing before the nests/worms have a chance to regenerate their health.
- Mon Oct 12, 2020 2:18 am
- Forum: Gameplay Help
- Topic: how do I switch between accumulator and steam/coal based machine?
- Replies: 42
- Views: 21552
Re: how do I switch between accumulator and steam/coal based machine?
[...] Your main power grid should be whatever is connected to your factory. The boilers are going to be backup power from now on, right? yess. so is this connection correct? (ill ask regarding the programming again once the connection already in place) Screenshot (1292)_LI.jpg [...] There are 2 par...
- Sun Oct 11, 2020 9:32 am
- Forum: Combinator Creations
- Topic: Smart ammo loader with 0 combinators! Super useful!
- Replies: 8
- Views: 2782
Re: Smart ammo loader with 0 combinators! Super useful!
Not if you tell the assembler inserter to fill it less.Optymistyk wrote: βSun Oct 11, 2020 8:12 amDamn, that's actually better. I just don't like the chest cuz even if you limit it it's gonna store at least 200 ammo
On another note, irony: a Combinator Creation with 0 combinators.
- Sun Oct 11, 2020 3:10 am
- Forum: Videos
- Topic: How C&C Fans Play Factorio
- Replies: 7
- Views: 3100
Re: How C&C Fans Play Factorio
The GDI didn't approve of the use of lube on their belt bearings because it has tiberium in it.TheRangerLOL wrote: βSun Oct 11, 2020 2:19 amI like how the Nod belts go faster than the GDI belts.
- Sun Oct 11, 2020 3:07 am
- Forum: Technical Help
- Topic: Keys temporarily exhausted error
- Replies: 9
- Views: 1762
Re: Keys temporarily exhausted error
For the record, I've seen many more complaints about Steam than standalone due to their version control system, and you'd have to deal with the Factorio website backend anyways in order to get your accounts all linked up, so I'd advise getting whatever key weirdness hashed out with the devs directly...
- Sun Oct 11, 2020 2:34 am
- Forum: Gameplay Help
- Topic: how do I switch between accumulator and steam/coal based machine?
- Replies: 42
- Views: 21552
Re: how do I switch between accumulator and steam/coal based machine?
Boilers are still unwireable in vanilla 1.0. But jeez, what version are you using!? That boiler design is ancient!TheRangerLOL wrote: βSun Oct 11, 2020 1:40 am[...]Btw, my version of factorio doesn't allow you to connect wires to the boiler. What kinda stuff does it let you do when you do connect?
[...]
- Sat Oct 10, 2020 10:53 pm
- Forum: Gameplay Help
- Topic: Burning mining drill is not drilling
- Replies: 6
- Views: 1410
Re: Burning mining drill is not drilling
[...]I think burner inserters should've taken coal from burner mining wheel even though they are not in front of drop point of them.. That's what long inserters do, don't they? They didn't move any coal because the furnaces on the other side already had enough coal in them (due to the scenario sett...
- Sat Oct 10, 2020 10:43 pm
- Forum: Gameplay Help
- Topic: how do I switch between accumulator and steam/coal based machine?
- Replies: 42
- Views: 21552
Re: how do I switch between accumulator and steam/coal based machine?
[...] so is this connection correct? sorry, your image is too crowded, so I'm not sure if you put electric pole between switcher or none at all (Blue: Accumulator, Orange: Boiler) Screenshot (1267)_LI.jpg [...] The connection from the accumulators is fine, but the combinator logic needs fixing. Loa...
- Sat Oct 10, 2020 9:50 pm
- Forum: Gameplay Help
- Topic: Burning mining drill is not drilling
- Replies: 6
- Views: 1410
Re: Burning mining drill is not drilling
There are several burner drills, some of which are working. All the ones on the left side aren't working because the burner inserters are blocking the output tile. I don't see a bug. Compare the spacing of the top drill to the left drills.
- Sat Oct 10, 2020 9:09 pm
- Forum: General discussion
- Topic: Is high train braking force better? Not really...
- Replies: 20
- Views: 6433
Re: Is high train braking force better? Not really...
[...] For the sake of illustration, lets say a train takes 10 track tiles to slow down 10 KPH. If it is traveling at 200 KPH, it will take 200 tiles to hit 0. Thus, it has to reserve that many signals ahead, and start breaking that far out. On the other hand, if it takes 5 tiles to slow down 10 KPH...
- Sat Oct 10, 2020 7:58 pm
- Forum: General discussion
- Topic: Defensive turret line order, what turret is best up front?
- Replies: 19
- Views: 8029
- Thu Oct 08, 2020 6:56 am
- Forum: Gameplay Help
- Topic: Trying to make a circuit event based on a changing rail signal
- Replies: 8
- Views: 2159
Re: Trying to make a circuit event based on a changing rail signal
This depends on what you're actually trying to accomplish here. If you want a way to send the coke train out when the solid fuel train returns, the most appropriate solution is to tell the coke train to leave its home stop on a circuit condition, and use an edge-finder circuit to send a pulse to tha...
- Tue Oct 06, 2020 4:49 am
- Forum: General discussion
- Topic: 4 years worth of stupid!
- Replies: 10
- Views: 4659
- Sat Sep 26, 2020 4:01 am
- Forum: Fan Art
- Topic: Bad timing to cross a railroad
- Replies: 8
- Views: 7063
- Fri Sep 25, 2020 3:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Possible oversight/bug in train repathing/recalculation triggers due to blue chain signal
- Replies: 10
- Views: 6142
Re: [1.0.0] Possible oversight/bug in train repathing/recalculation triggers due to blue chain signal
[...]Blue color is only for the purpose of visualisation. It is possible to implement the trigger which would check state of all chain signals (including the chain state like blue) in front to make a vector and if any chain signal would change its state to recalculate path. It would not solve the c...
- Fri Sep 25, 2020 3:02 pm
- Forum: General discussion
- Topic: Killing nest are becoming annoying - Strategy to play?
- Replies: 37
- Views: 13199