Search found 106 matches

by milo christiansen
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

doppelEben wrote:How long is it a "known issue" already? 0.14? 0.12? 0.15?
Cliffs were added in 0.16
by milo christiansen
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...
by milo christiansen
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...
by milo christiansen
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...
by milo christiansen
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.
by milo christiansen
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?
by milo christiansen
Fri Jan 05, 2018 7:07 pm
Forum: General discussion
Topic: Cliffs :(
Replies: 21
Views: 12201

Re: Cliffs :(

Matthias_Wlkp wrote:I love the cliffs. They add variety - similar to water, but in a different way.
+1
by milo christiansen
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).
by milo christiansen
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.
by milo christiansen
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...
by milo christiansen
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?
by milo christiansen
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...
by milo christiansen
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...
by milo christiansen
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.
by milo christiansen
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...
by milo christiansen
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 ...
by milo christiansen
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?
by milo christiansen
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.

54606
by milo christiansen
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...

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