Search found 97 matches
- Sat Jun 21, 2014 1:17 pm
- Forum: Technical Help
- Topic: [0.10.1] Factorio not downloading updates
- Replies: 9
- Views: 26767
[0.10.1] Factorio not downloading updates
I've had this problem for a while now and i'm not sure why. I had to download 10.0 from the homepage instead of patching, and now it wont download 10.1. I have experimental updates and check for updates enabled so that can't be it, and its added to my firewall as well. Plz halp. 
- Sat Jun 21, 2014 1:11 pm
- Forum: Gameplay Help
- Topic: [TIPS] For a quick start (Give your tips)
- Replies: 18
- Views: 19833
Re: [TIPS] For a quick start (Give your tips)
- Build copper/iron burner drills outputting directly into a furnace for easy access to building materials
- Have burner drills dump coal into chests, then carry the coal around you can use ctrl+left click to insert what you're holding into the object your mouse is over. This way you can quickly ...
- Have burner drills dump coal into chests, then carry the coal around you can use ctrl+left click to insert what you're holding into the object your mouse is over. This way you can quickly ...
- Sat Jun 07, 2014 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Crash to desktop while auto placing power poles
- Replies: 13
- Views: 7726
Re: [0.10.0] Crash to desktop while auto placing power poles
Ok, i've had it happen 12 times in a row now so i'm providing my savegame for reproduction. Just keep in mind it is not happening 100% of the time, but placing a diagonal line of substations between the bodies of water is crashing a lot, if it doesn't just reload and try again a few times, it should ...
- Sat Jun 07, 2014 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0]Filters carry over on logistic chests to storage
- Replies: 5
- Views: 2548
Re: [0.10.0]Filters carry over on logistic chests to storage
The important part is the filter configuration, not the storage area layout.
Such picture then doesn't help seeing you didn't do anything wrong, but only confuses.
Yeah you're right, looking at it now it's complete shit, my bad :oops:
Yes, the items to be requested list.
a) is the bug i'm ...
Such picture then doesn't help seeing you didn't do anything wrong, but only confuses.
Yeah you're right, looking at it now it's complete shit, my bad :oops:
Yes, the items to be requested list.
a) is the bug i'm ...
- Sat Jun 07, 2014 7:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Crash to desktop while auto placing power poles
- Replies: 13
- Views: 7726
Re: [0.10.0] Crash to desktop while auto placing power poles
Trees aren't the problem, i've placed several power lines through forests and it works just fine, but i'm having this problem as well, not just with poles but substations as well. It seems to kick in when the game tries to place the new substation/pole. I've had it happen a few times while i noticed ...
- Sat Jun 07, 2014 7:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0]Filters carry over on logistic chests to storage
- Replies: 5
- Views: 2548
Re: [0.10.0]Filters carry over on logistic chests to storage
What do you mean weird coloured?
The picture shows a storage chest with a filter for copper ore, that's not supposed to be there.
EDIT:
Let me try to explain this again. When you place a chest over another type of chest the new chest replaces the old one. When you do this with a storage (yellow ...
The picture shows a storage chest with a filter for copper ore, that's not supposed to be there.
EDIT:
Let me try to explain this again. When you place a chest over another type of chest the new chest replaces the old one. When you do this with a storage (yellow ...
- Sat Jun 07, 2014 11:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0]Filters carry over on logistic chests to storage
- Replies: 5
- Views: 2548
[0.10.0]Filters carry over on logistic chests to storage
Found a small one; when you place a storage chest on a requester chest the filters are carried over to the storage chest. It still accepts everything tho, would be nice if we could actually filter them so you can have multiple items in your drone net without clogging all the chests with coal or ...
- Fri May 30, 2014 8:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Train car corrupts, game crashes when starting train
- Replies: 1
- Views: 1383
[0.9.8] Train car corrupts, game crashes when starting train
I placed some cargo wagons after my train but noticed they had really weird spacing; the wagons were clipping into each other and one of them went invisible. When i tried getting the train to move, i got a message that a cargo had been destroyed, then the game crashed and this error popped up:
http ...
http ...
- Mon Mar 24, 2014 6:29 am
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 83477
Re: Bad character spawn location
I'm pretty sure the devs allready know about this, but its a dificult thing to solve, and a low priority one. XP we've all been there but just regenerate and try again.
- Sat Mar 22, 2014 11:57 am
- Forum: News
- Topic: Friday Facts #26 How to satisfy achievers
- Replies: 20
- Views: 31157
Re: Friday Facts #26 How to satisfy achievers
To me the achievement aspect isn't competitive in the sense you're describing it; i almost never play anything competitive. What i want is simply a difficult problem and i think building the achieving around biters is problematic, because they are a really trivial problem to deal with, just add more ...
- Sun Mar 09, 2014 6:10 pm
- Forum: Modding help
- Topic: Can you change the formula for crafting time?
- Replies: 3
- Views: 2219
Re: Can you change the formula for crafting time?
Well fuck guess that's not an option :/
Would i be able to do something more like this instead?
-create events for module inserted and module removed
-add an effect similar to being under a beacon to the assembler
-have effect modify speed to match 2^n, where n is some new variable attached to ...
Would i be able to do something more like this instead?
-create events for module inserted and module removed
-add an effect similar to being under a beacon to the assembler
-have effect modify speed to match 2^n, where n is some new variable attached to ...
- Sat Mar 08, 2014 12:01 am
- Forum: Modding help
- Topic: Can you change the formula for crafting time?
- Replies: 3
- Views: 2219
Can you change the formula for crafting time?
Ok first off i'm a complete scrub with lua, only started fiddling this week, and i'm stuck.
I want the time to change from the current form; recipe time/(speed * speed bonus) = production time, to (recipe time* 2^(number of productivity modules in machine))/(speed*speed bonus). The reason i wish to ...
I want the time to change from the current form; recipe time/(speed * speed bonus) = production time, to (recipe time* 2^(number of productivity modules in machine))/(speed*speed bonus). The reason i wish to ...
- Mon Feb 17, 2014 1:55 am
- Forum: General discussion
- Topic: Feedback 0.9
- Replies: 58
- Views: 32046
Re: Feedback 0.9
One thing that irritates me is that processing units are made in chemical plants, which forces them to be made in the same cluster as everything else oil related, since you can't move the refinery outputs. Can we get a universal liquid recipe for adding and extracting from barrels?
- Mon Feb 17, 2014 1:38 am
- Forum: Balancing
- Topic: [0.9] Feedback/Balancing/Suggestions
- Replies: 3
- Views: 8905
Re: [0.9] Feedback/Balancing/Suggestions
Just wanted to chip in that the problem here seems to be getting all three types at roughly the same rate but nothing to do with two of them outside of fueling, and i can't even burn the fuel fast enough yet. I guess the problem will go away much later into the game when you're mass producing ...
- Sun Feb 16, 2014 4:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9] Ghosts on the map
- Replies: 2
- Views: 1798
[0.9] Ghosts on the map
Looks like the new map update stuff has a hiccup. I had a few biters run for my base caught on a radar, and now their blips are permanently on my map.
- Sun Feb 16, 2014 1:35 am
- Forum: Balancing
- Topic: Is copper junk now?
- Replies: 6
- Views: 10265
Re: Is copper junk now?
Copper is still dominantly used for chip production, as well as peircing ammo, I'd hardly consider it worthless.
Both of these are very close to 1:1 in copper/iron usage. What i mean is, if i have more iron i can always find something to do with it; make barrels, conveyer belts, bullets, train ...
Both of these are very close to 1:1 in copper/iron usage. What i mean is, if i have more iron i can always find something to do with it; make barrels, conveyer belts, bullets, train ...
- Sat Feb 15, 2014 1:26 pm
- Forum: Gameplay Help
- Topic: What to do with light oil?
- Replies: 11
- Views: 10246
Re: What to do with light oil?
Hey can you answer some other questions? like, what is the pump for and how does the oil production drop work?
- Sat Feb 15, 2014 1:11 pm
- Forum: Balancing
- Topic: Is copper junk now?
- Replies: 6
- Views: 10265
Is copper junk now?
I kinda thought iron was heavily overused compared to copper in 0.8, but 0.9 from what i can tell have removed a lot more copper from recipes, in particular replacing electronic circuits with batteries in capacitors and laser turrets. In addition, the new oil industry requires several fuckloads of ...
- Sun Feb 09, 2014 8:22 pm
- Forum: News
- Topic: Friday Facts #20 The release buzz
- Replies: 79
- Views: 68722
Re: Friday Facts #20 The release buzz
I remember downloading the old demo and being completely unimpressed after rubbing stone deposits with my pickaxe for 10 minutes, went on to pirate, then purchased a few minutes later from the freeplay.
I think the demo has turned into more of a tutorial when its supposed to demonstrate the better ...
I think the demo has turned into more of a tutorial when its supposed to demonstrate the better ...
- Thu Feb 06, 2014 2:27 pm
- Forum: Ideas and Suggestions
- Topic: aliens pets
- Replies: 3
- Views: 2717
Re: aliens pets
I want to milk biters and make biter cheese