Search found 114 matches

by zlosynus
Mon Aug 25, 2014 3:43 am
Forum: Videos
Topic: [YouTube] Factorio Fixit
Replies: 110
Views: 41872

Re: [YouTube] Factorio Fixit

Quite fun series to watch :), some of these factories are really crazy. Btw. I think you care about optimizing turns on belts too much. First, it is mostly never issue, especially on some not so important belts. And it is much cheaper and easier to put there red belts to corners, if you really care ...
by zlosynus
Mon Aug 25, 2014 2:08 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: My green factory
Replies: 6
Views: 6682

Re: My green factory

Do they increase run speed? No, floors are just for aesthetic purpose. Roadworks increase speed of car and running speed, so they are pretty useful. By I am using floors to highlight parts of the factory, so they make everything easier to understand. Plus it adds some more Minecraft elements to Fac...
by zlosynus
Sun Aug 24, 2014 12:45 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: My green factory
Replies: 6
Views: 6682

My green factory

Hi, so I have spent more than 50 hours with my factory and I am posting a lot of pictures here. After about 30 hours, I got everything I needed and so I decided to optimize my factory on very low pollution (also to get some motivation to mine and produce more). Currently my pollution is very small, ...
by zlosynus
Sun Aug 24, 2014 12:08 am
Forum: News
Topic: Friday Facts #48 Long term thinking
Replies: 25
Views: 27316

Re: Friday Facts #48 Long term thinking

I would like to have some kind of tree harvester: You just run through a forest and there is no more forest, and you have wood collected in the storage. Construction drones will remove trees in range if you use the demolition plan on them. Also, im just gona be another seagull in the flock and say ...
by zlosynus
Sat Aug 23, 2014 11:24 am
Forum: Not a bug
Topic: [0.10.8] Disappearing blue-printed buildings
Replies: 4
Views: 1817

Re: [0.10.8] Disappearing blue-printed buildings

Ok, then this is no bug, but just plainly stupid. I don't see any reason for any limit. If developers want destroyed buildings to disappear, then it should be done separately.
by zlosynus
Sat Aug 23, 2014 7:18 am
Forum: News
Topic: Friday Facts #48 Long term thinking
Replies: 25
Views: 27316

Re: Friday Facts #48 Long term thinking

I would like to have some kind of tree harvester: http://www.cappersfarmer.com/~/media/Images/CFR/Editorial/Articles/Magazine%20Articles/2012/01-01/Teen%20Creates%20Custom%20Combine%20Harvesters/Wheat-Combine-Harvester.jpg You just run through a forest and there is no more forest, and you have wood ...
by zlosynus
Sat Aug 23, 2014 7:04 am
Forum: General discussion
Topic: speedy
Replies: 13
Views: 3821

Re: speedy

I am not sure whether you can run faster than car, but you can be very fast. I myself have like 5 exoskeletons there and some shields and it is awesome. Still car seems little bit faster, especially with roadworks. Also, if you have multiple shields, you do not die when crashed with a train => aweso...
by zlosynus
Sat Aug 23, 2014 3:18 am
Forum: Not a bug
Topic: [0.10.8] Disappearing blue-printed buildings
Replies: 4
Views: 1817

[0.10.8] Disappearing blue-printed buildings

This is an annoying bug I have just noticed, I am still not sure how to reproduce it exactly (what it is causing). Currently I am not producing solar panels in fast enough rate so when I place some blueprints to construct say 500 of these, it takes a while to finish it. When I move very far from the...
by zlosynus
Sat Aug 23, 2014 2:39 am
Forum: Show your Creations
Topic: I know Kung Fu - The Hydra Dilemma #31
Replies: 4
Views: 2585

Re: I know Kung Fu - The Hydra Dilemma #31

There is no need to create separate threads. And btw. you fixed some things and broke some other things: 1) You replaced a logistic chest with a steel chest, now it has no function. (You could learn how logistic robots work first.) 2) You fucked up blue production since steel will block both sides o...
by zlosynus
Fri Aug 22, 2014 5:01 am
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 215926

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

I meant manual as in, you can't just leave it alone and it will be automated indefinitely. But the only thing like this oil, which can run indefinitely (but very slow). All other resources (copper, iron, coal, trees) need to be setup manually. But setting some assembling machine for making poles ou...
by zlosynus
Wed Aug 20, 2014 3:58 am
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 215926

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Lol, remembering someone saying that from these two circuit factories on the right there will be some huge chain of productions draining them, and lol what happened. You should really extend mining and smelting somewhere and produce tons of circuits.
by zlosynus
Tue Aug 12, 2014 1:48 pm
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 215926

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Actually this setup with splitters is doing something different than the setup with smart chests in the video. If one of the factories is not producing, then it belts gets full and then all robotic pieces would go only to the other factory. The setup in the video always produces robots in the ration...
by zlosynus
Tue Aug 12, 2014 3:45 am
Forum: Resolved Problems and Bugs
Topic: [0.10.6] powerline removed
Replies: 3
Views: 3108

Re: [0.10.6] powerline removed

Also the same thing happens when you destroy the pole by, say, shotgun using space.
by zlosynus
Sun Aug 10, 2014 7:22 am
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 130462

Re: [0.10.3] RoadWorks 1.06 + Soundless version

I have just started testing this mod and it is really good. I would consider removing warning message that you don't have enough of tiles to place, or just place some of them which you currently have. Also it seems to me that the amount of generated limestone is too large, I have it everywhere and I...
by zlosynus
Sat Aug 09, 2014 12:39 pm
Forum: Videos
Topic: [YouTube] FishSandwich's Factorio playthroughs
Replies: 292
Views: 87142

Re: FishSandwich's Factorio playthroughs

And if you have like 40 of destroyers, you can just walk through a big enemy base really quickly. (I do that plus use shotgun and have a power armor with something like five shields in it.)
by zlosynus
Sat Aug 09, 2014 12:01 pm
Forum: Implemented Suggestions
Topic: allow replacing belts with splitters
Replies: 25
Views: 22211

Re: allow replacing belts with splitters

also allow the opposite when you want to remove a splitter with a belt This would not be good, I sometime upgrade my belts and I definitely don't want to remove splitters by accidents. Btw. it would be really nice to have also some upgrade tool for constructing robots, which would allow you to sele...
by zlosynus
Sat Aug 09, 2014 9:32 am
Forum: Resolved Problems and Bugs
Topic: [0.10.6][qebrow] Car wrongly placed on the map
Replies: 1
Views: 2762

[0.10.6][qebrow] Car wrongly placed on the map

I was able to add wrongly car to the map. I have just one car, but map displays two next to each other. It is reproducible by:
  • drive your car,
  • start breaking,
  • exit the car before it stops.
http://imgur.com/ppylw4U,PQBXLAg
by zlosynus
Fri Aug 08, 2014 10:40 am
Forum: Pending
Topic: [0.10.6][cube] Crash during autosaving
Replies: 9
Views: 8207

Re: [0.10.6] Crash during autosaving

Ok, so this seems reproducible now:

https://mega.co.nz/#!QgxWRQYJ!ufX172Blx ... uuX6Lw5vDg

Just go to menu and save the game. It should crash.

Edit: I tried to reboot and now it works. Anyway, very strange bug to me.
by zlosynus
Fri Aug 08, 2014 10:30 am
Forum: Pending
Topic: [0.10.6][cube] Crash during autosaving
Replies: 9
Views: 8207

Re: [0.10.6] Crash during autosaving

Ok, happened to me again, and I should have save close, so I will try to make understand it:

Code: Select all

terminate called after throwing an instance of 'std::runtime_error'
  what():  Writing in the zip failed
Aborted (core dumped)
by zlosynus
Fri Aug 08, 2014 10:13 am
Forum: Pending
Topic: [0.10.6][cube] Crash during autosaving
Replies: 9
Views: 8207

Re: [0.10.6] Crash during autosaving

I don't think so, or at least I don't have any idea, how to do this. It happened to me maybe twice in a week of playing.

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