Search found 99 matches

by Rythe
Thu Sep 22, 2016 1:24 am
Forum: Ideas and Suggestions
Topic: Quick Combat Update (v14 Base)
Replies: 7
Views: 3256

Quick Combat Update (v14 Base)

1)In reference to Biters building bases on train tracks issue - the simplest fix is a 'Thumper' aggro structure. The Thumper structure will aggro biters at something like ~5X laser turret range (125), and aggro biters on pioneer/base building missions at something like ~6-7x laser turret range (150-...
by Rythe
Sun Jun 19, 2016 5:13 am
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 49518

Re: Friday Facts #143 - Nat Punching Again

Yes, Factorio is a good game and people need quality vacation time and etc. etc. But when I heard the June 1st goal for 0.13, I expected things to slip because of bugs and how development of these things go, so a week or two after. I didn't expect June 1st to be the devs sharing an internal headfake...
by Rythe
Sat May 07, 2016 1:15 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71562

Re: Friday Facts #137 - The release scarecrow

I quite like this change. The only real nerf appears to be some potential throughput for long inserters. I'd also missed that bit about all inserters becoming smart via logic network. Makes sense to me as a set. I'd prefer the name 'Batch' Inserter for the new one, though. What's really astounding i...
by Rythe
Sat Mar 12, 2016 7:07 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 135038

Re: Friday Facts #129 - The late game

Yes please for these FF#129 plans, more than less. Although the steam engine smoke should be white as others have noted. And I still don't want loaders as presented in the last FF. Just somethings to load/unload trains on the quick and simpler. I do like the dirty ore and extended processing concept...
by Rythe
Tue Mar 08, 2016 7:28 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204877

Re: Friday Facts #128 - Back down to earth

To be honest, I think people would be having the exact same reservations as if splitters were never in the game. You'd have to split using inserters! Its part of the fun of the game! Splitters just trivialise the logistic trouble of splitting a belt, which makes them overpowered, and they don't eve...
by Rythe
Sat Mar 05, 2016 2:51 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204877

Re: Friday Facts #128 - Back down to earth

I'd say no to loaders. That (un)loader idea is a step in the right direction if it goes through, but I don't actually like it now that I've thought about it. Seems like a very special case fix to a few late game issues that crop up. Raw ore/material hoppers for trains would be the thing, tho'. Have ...
by Rythe
Mon Sep 28, 2015 5:03 pm
Forum: Not a bug
Topic: [0.12.8]Unpowered Decider Combinators Have Output Signal?
Replies: 2
Views: 4745

Re: [0.12.8]Unpowered Decider Combinators Have Output Signal?

So state freeze rather than wipe the logic clean and starting over when power comes back. Hmm, yeah, that would cause a lot less havoc. Not exactly realistic, but eh... I think I'm going to disagree with this decision, but it's not my game and I doubt I'll be putting in enough effort with the combin...
by Rythe
Mon Sep 28, 2015 4:06 pm
Forum: Not a bug
Topic: [0.12.8]Unpowered Decider Combinators Have Output Signal?
Replies: 2
Views: 4745

[0.12.8]Unpowered Decider Combinators Have Output Signal?

Decider Combinators continue to produce an output signal even if they lose power. I believe the output signal won't change without power even if the inputs do change to where it should, but it seems like a bug that it's still producing one at all? Also, they continue to show a sliver of residual pow...
by Rythe
Mon Sep 28, 2015 3:54 pm
Forum: Duplicates
Topic: [0.12.8]Tank Cannon Aim Is Off
Replies: 2
Views: 4213

[0.12.8]Tank Cannon Aim Is Off

Read in the 12.7 update that you fixed an issue with cannon behavior when aiming next to the tank, but with 12.8, the aim is seriously off in many situations. This mostly effects firing at the worm defensive turret things at max cannon range as sometimes the cannon will get stuck firing about ~15 de...
by Rythe
Thu Sep 10, 2015 11:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.6] [kovarex] Graphical Bugs - Curved Belt
Replies: 10
Views: 6665

Re: [0.12.6] [kovarex] Graphical Bugs - Curved Belt

Yep, your blind fix did the trick.

Much thanks. The flickering gap was kinda annoying to see when I was wandering around at my preferred zoom level.
by Rythe
Thu Sep 10, 2015 2:32 am
Forum: Resolved Problems and Bugs
Topic: [0.12.6] [kovarex] Graphical Bugs - Curved Belt
Replies: 10
Views: 6665

Re: [0.12.6] Graphical Bugs - Curved Belt

And since I'm poking at it, this attachment piece looks screwy too. FactorioBelts4.png FactorioBelts5.png Shading/shadowing is off and it also looks like the piece got stretched somehow? The bottom right corner shadow is stronger than the bottom left corner shadow and the arrow isn't aligned correct...
by Rythe
Thu Sep 10, 2015 1:41 am
Forum: Resolved Problems and Bugs
Topic: [0.12.6] [kovarex] Graphical Bugs - Curved Belt
Replies: 10
Views: 6665

Re: [0.12.6] Graphical Bugs - Curved Belt

For more experiments, I turned multisampling on and it made it a more pronounced problem (along with the other lines that multisampling introduces for most people). But that really doesn't narrow things down much, so I turned it back off and then went exploring at full zoom level. Found some more is...
by Rythe
Thu Sep 10, 2015 1:04 am
Forum: Resolved Problems and Bugs
Topic: [0.12.6] [kovarex] Graphical Bugs - Curved Belt
Replies: 10
Views: 6665

Re: [0.12.6] Graphical Bugs - Curved Belt

And as an experiment, I changed that multisampling=2 entry to =0 and =1, completely removed the line, and ran the game at full screen at =2, but no change. Glitch still lives.
by Rythe
Thu Sep 10, 2015 12:41 am
Forum: Resolved Problems and Bugs
Topic: [0.12.6] [kovarex] Graphical Bugs - Curved Belt
Replies: 10
Views: 6665

Re: [0.12.6] Graphical Bugs - Curved Belt

I do not recall enabling multisampling, and I believe I had to download a full install for one of the updates as it was when the Win x64 auto patcher wasn't working, but these are probably settings carried over from version 0.10 or so, possibly 0.9. I may or may not have fiddled with multisampling w...
by Rythe
Tue Sep 08, 2015 7:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.6] [kovarex] Graphical Bugs - Curved Belt
Replies: 10
Views: 6665

Re: [0.12.6] Graphical Bugs - Boiler and Curved Belt

Attached a save that starts at the flickering curved belts.

The boilers don't appear to be running on load, so you'll probably have to set up a case where they're working then cut their water supply.
by Rythe
Tue Sep 08, 2015 7:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.6] Graphical Bug - Boiler
Replies: 3
Views: 3257

Re: [0.12.6] Graphical Bugs - Boiler and Curved Belt

Attached a save that starts at the flickering curved belts.

The boilers don't appear to be running on load, so you'll probably have to set up a case where they're working then cut their water supply.
by Rythe
Tue Sep 08, 2015 8:45 am
Forum: Resolved Problems and Bugs
Topic: [0.12.6] [kovarex] Graphical Bugs - Curved Belt
Replies: 10
Views: 6665

[0.12.6] [kovarex] Graphical Bugs - Curved Belt

Ran into an odd graphical glitch with curved transport belts - one row of pixels isn't rendering on one of the animation frames near the top. It looks like it's caused by a seam in the terrain as every curved belt passing that one particular line has the same glitch. This only happens at one zoom le...
by Rythe
Tue Sep 08, 2015 8:45 am
Forum: Resolved Problems and Bugs
Topic: [0.12.6] Graphical Bug - Boiler
Replies: 3
Views: 3257

[0.12.6] Graphical Bug - Boiler

The boiler glitch involves boilers that run out of water. It seems to happen with boilers connected directly to the water feed pipe, but once their water source runs out, they keep on flickering as if they're running anyway. Not sure if the boiler is actually running and producing pollution or if it...
by Rythe
Sat Jul 18, 2015 3:29 am
Forum: Duplicates
Topic: [0.12.0] Freeplay Start Message Not Updated
Replies: 4
Views: 6048

[0.12.0] Freeplay Start Message Not Updated

That wonderful orange message you get at the start of a new freeplay game still says your goal is to build a rocket defense which, as I understand it, no longer exists.

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