Search found 106 matches
- Fri Jan 26, 2018 9:30 am
- Forum: Duplicates
- Topic: can't access blueprint books in newestversion (16.19)
- Replies: 1
- Views: 578
Re: can't access blueprint books in newestversion (16.19)
Duplicate of 57122
- Sat Jan 13, 2018 6:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [For 0.17] [0.16.1] Cliffs not spawning, or only spawning in starting zone
- Replies: 20
- Views: 48396
Re: [TOGos][For 0.17][16.1] Cliffs not spawning, or only spawning in starting zone
Cliffs were added in 0.16doppelEben wrote:How long is it a "known issue" already? 0.14? 0.12? 0.15?
- Fri Jan 12, 2018 10:21 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373610
Re: Friday Facts #225 - Bots versus belts (part 2)
Any bots nerf will be useless, it will get compensated with more bots and, or roboports. If only there was way to limit how much bots is allowed per area. Say, each roboport can support stack of bots, want more bots in roboports coverage working, you must build another roboport to overlay roboports...
- Fri Jan 12, 2018 10:19 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373610
Re: Friday Facts #225 - Bots versus belts (part 2)
I would suggest % belt speed boost research (infinite?) along the same one for loaders (included or separate), this way wouldn't affect bots but would boost belts I am strongly against any kind of belt speed research as it would destroy any circuit controlled belt machine every time you hit a new r...
- Fri Jan 12, 2018 9:38 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373610
Re: Friday Facts #225 - Bots versus belts (part 2)
1: Modules and Beacons being as they currently are means that there is really only one endgame layout that is optimal. Which is the ever famous alternating rows of beacons and assemblers, which everyone uses because it is clearly optimal. If modules and/or beacons were changed so that there was mor...
- Fri Jan 12, 2018 6:33 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373610
Re: Friday Facts #225 - Bots versus belts (part 2)
Bots are getting nerfed? Be still my heart, maybe there will be some interesting mega-bases soon instead of big, boring bot farms.
Also the splitter improvements make me very happy.
Also the splitter improvements make me very happy.
- Tue Jan 09, 2018 5:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.15] drag placing poles
- Replies: 12
- Views: 5733
Re: [0.16.15] drag placing poles
Shouldn't it place the pole at the nearest empty spot that is still in placement/connection range of the previous pole?
- Fri Jan 05, 2018 7:07 pm
- Forum: General discussion
- Topic: Cliffs :(
- Replies: 21
- Views: 12201
Re: Cliffs :(
+1Matthias_Wlkp wrote:I love the cliffs. They add variety - similar to water, but in a different way.
- Fri Jan 05, 2018 7:06 pm
- Forum: Releases
- Topic: Version 0.16.14
- Replies: 30
- Views: 18585
Re: Version 0.16.14
Paying attention to the bug reports forum (that is where that quote comes from IIRC).
- Fri Jan 05, 2018 7:05 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345940
Re: Friday Facts #224 - Bots versus belts
Die bots, die!
Seriously, they are the most boring part of the game. Luckily they are so easy to avoid.
Seriously, they are the most boring part of the game. Luckily they are so easy to avoid.
- Fri Jan 05, 2018 2:14 am
- Forum: Releases
- Topic: Version 0.16.14
- Replies: 30
- Views: 18585
Re: Version 0.16.14
Intel thing? White papers have been published exposing a flaw and exploit in modern CPU hardware, and a second one for only Intel CPUs, but it doesn't have anything to do with Factorio. Oh, that. Yeah that is 100% not relevant to Factorio. Also, it isn't an Intel thing, one version of the attack af...
- Thu Jan 04, 2018 11:18 pm
- Forum: Releases
- Topic: Version 0.16.14
- Replies: 30
- Views: 18585
Re: Version 0.16.14
Intel thing?
- Sat Dec 30, 2017 11:33 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 0.16.7 Belt Compression... Whats the big deal?
- Replies: 16
- Views: 12052
Re: 0.16.7 Belt Compression... Whats the big deal?
You can arrange it as one big column, but then there is a problem with compressing the output. Possible solutions include belt braiding (could be done with yellow and red belts) or timing the inserters with a circuit . The output balancers are there to merge both lanes into a single lane to fix side...
- Sat Dec 30, 2017 9:29 pm
- Forum: Implemented Suggestions
- Topic: [16.11] Alt+tab causes extended info enable/disable
- Replies: 4
- Views: 1733
Re: [16.11] Alt+tab causes extended info enable/disable
This has been bugging me as well. AFAIK it has always been this way. Some other games I have used before (ex, Dwarf Fortress) actually end up with the alt key stuck in the "down" state (as far as the game is concerned), so the Factorio version of this issue is pretty minor all things consi...
- Sat Dec 30, 2017 5:13 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 0.16.7 Belt Compression... Whats the big deal?
- Replies: 16
- Views: 12052
Re: 0.16.7 Belt Compression... Whats the big deal?
It isn't more compact than your design, but it is much better than the previous two designs posted (by 5thHorseman and Caine). I should have been more clear.
- Sat Dec 30, 2017 1:22 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 0.16.7 Belt Compression... Whats the big deal?
- Replies: 16
- Views: 12052
Re: 0.16.7 Belt Compression... Whats the big deal?
That is actually a kinda crappy design. Here is a more compact one: https://s18.postimg.org/i94lsugbd/20171229201152_1.jpg Note how it runs all the belts down the center? That saves several tiles of width. Now that the underground compression exploit has been fixed I make paired rows, splitting inpu...
- Fri Dec 29, 2017 8:11 pm
- Forum: Releases
- Topic: Version 0.16.8
- Replies: 64
- Views: 30904
Re: Version 0.16.8
I like the barrel changes. It may be a little too far, but they were OP before. In my mind barrels are for use where you only need a little bit of something. With the lighter fluid wagons and nerfed barrels I can see myself using mixed tanker/cargo trains to service outposts instead of adding a few ...
- Fri Dec 29, 2017 7:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.x] Achievement track state is not saved.
- Replies: 11
- Views: 3887
Re: [Rseding91] [16.x] Achievement track state is not saved.
This appears to be fixed in 16.8! It must have been squashed with the other Steam achievement issues?
- Wed Dec 27, 2017 4:45 pm
- Forum: Not a bug
- Topic: Belt item disappearing bug
- Replies: 3
- Views: 1115
Re: Belt item disappearing bug
Are you sure the items actually disappear? There is a known case where turning a belt results in items stacking up infinitely.
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- Tue Dec 26, 2017 7:17 pm
- Forum: General discussion
- Topic: [POLL] Concrete in 0.16
- Replies: 51
- Views: 18786
Re: [POLL] Concrete in 0.16
OK, first: The new concrete looks nice, but it doesn't really seem like concrete to me. On the other hand, concrete should not be a perfectly smooth slab with no cracks. Concrete needs expansion joints every so far to prevent it from cracking due to temperature changes, so there is a perfect justifi...