Search found 225 matches

by TheRaph
Thu Feb 28, 2019 2:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Bots get confused when upgrade planner is used twice
Replies: 4
Views: 3592

Re: [0.17.2] Bots get confused when upgrade planner is used twice

I think the reason for getting jammed is that the bots have the wrong item in inventory. In slow: Your bots get order to replace yellow belts with red ones. One of your bots goes to your inventory and get one red belt. At this point (or just be ore) the tile-entity will be assigned to exactly that b...
by TheRaph
Thu Feb 28, 2019 7:11 am
Forum: Campaign / Scenario suggestions
Topic: [0.17.2] Campaign: Automated production: pm = per minute, not explained ... Newbie trap
Replies: 9
Views: 3242

Re: [0.17.2] Campaign: Automated production not counted correctly - can not go forward

Yeah, I think the "pm" needs to be described in text somewhere as that had me confused for a minute as well. BTW: I've last played longtime ago. So I'm now just like a newbie. I've found some newbie blocking points in campaign, but I don't know where to post... Goes it in bug forum as well?
by TheRaph
Wed Feb 27, 2019 11:15 pm
Forum: Campaign / Scenario suggestions
Topic: [0.17.2] Campaign: Automated production: pm = per minute, not explained ... Newbie trap
Replies: 9
Views: 3242

[0.17.2] Campaign: Automated production: pm = per minute, not explained ... Newbie trap

I've set up 3 assembles to produce "Firearm Magazine". Two of them inserting in the same box. As you can see on screenshot (right side), there are 37 Magazines in the right box. There are also 27 magazines in left box (between two assemblers). The objective toggles around 16 magazines (som...
by TheRaph
Sat Feb 23, 2019 12:39 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154990

Re: Friday Facts #283 - Prepare to Launch

Unless you mean they promised that they will release it next week if there are no problems then sure. That's exactly what I tried to say. BTW: I also promised that I try to get to work on time. And there are only less than 3 days a year where I miss the goal. So I think we may have a good chance to...
by TheRaph
Fri Feb 22, 2019 10:35 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154990

Re: Friday Facts #283 - Prepare to Launch

They never promised week of the 25th either. If it's not out by Wednesday, it will probably slip to the week of the 4th of March. You are a little bit wrong. They stated in FFF 282: If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the wee...
by TheRaph
Fri Feb 22, 2019 10:26 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154990

Re: Friday Facts #283 - Prepare to Launch

Can I assume that next Monday, the 25th would be the release of 0.17? Would like to take the day off and knowing in advance would be great. If any devs could give a lead to when we should expect release day, that would be very appreciated. Thanks No. Because they have written in last FFF that it wi...
by TheRaph
Fri Feb 22, 2019 4:54 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84308

Re: Friday Facts #282 - 0.17 in sight

What is going to happen to existing 0.16 maps during the upgrade? Will these keep using the old noise function after upgrade, and generate new chunks which match the old ones, or will there be sudden transitions like we've seen in the past? There will be sudden transitions like in the past. So TOGo...
by TheRaph
Sun Jan 20, 2019 12:55 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65668

Re: Friday Facts #278 - The new quickbar

crysanja wrote:
Sat Jan 19, 2019 9:27 am
I would like to export/import/save my quickbar - this way i would not have to create it again and again in each following game. =)
+1 that would be a nice feature
by TheRaph
Fri Jan 11, 2019 11:45 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153489

Re: Friday Facts #275 - 0.17 Science changes

Hi, I have been play testing the changes with a mod. While it may be minor I found that with the removal of the 2 inputs for a tier 1 assembler there is now a lack of progression for automating the Logistics Science Pack. I honestly don't really care about the input restriction for assemblers, howe...
by TheRaph
Tue Jan 08, 2019 7:07 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153489

Re: Friday Facts #275 - 0.17 Science changes

Coal liquefaction could be an early game thing to delay the need for expansion to the first oil patch if it would be available early enough and woukld work without the oil bootstrapping. But in its current state i see no use case for it. I never used coal liqefaction in my multiple modded and unmod...
by TheRaph
Mon Jan 07, 2019 11:20 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209645

Re: Friday Facts #266 - Cleanup of mechanics

Ähm... Hello? I'm just here pecause I've get a massage I've been quoted (thanks for that). But as far as I see you're a little bit off topic. I can understand that removing of that pickaxe hurts you - I don't like it too (also that with 6 slots for AM1). And it is still hard to be objective on such ...
by TheRaph
Mon Jan 07, 2019 10:43 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63935

Re: Friday Facts #276 - Belt item spacing & Script rendering

Also, I think that ratio breaking updates should be MORE common. Factorio is a solved game and every multiplayer map is just people plopping down the same massive blueprints they didn't even make. And everybody just waiting for it to build. I agree with this, look at nuclear power - 'perfect' ratio...
by TheRaph
Fri Dec 28, 2018 7:15 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153489

Re: Friday Facts #275 - 0.17 Science changes

Avezo wrote:
Fri Dec 28, 2018 7:05 pm
Ooooh, one more thing... Can we get even number of science packs somehow... Because reasons. VERY important reasons.
If everything is even ... where is the challenge?
by TheRaph
Fri Dec 28, 2018 7:03 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153489

Re: Friday Facts #275 - 0.17 Science changes

Thank you great job! I Like the most changes explained in fff. But I do not like the Idea of having all 6 ingredients slots free in assembling machine. I'd hoped you would decide in a different way - but as I see your decision stays. I think a little bit of speedup and some module-slots are not wort...
by TheRaph
Fri Nov 02, 2018 9:28 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 47418

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

yousai wrote:
Fri Nov 02, 2018 2:52 pm
Gergely wrote:
Fri Nov 02, 2018 2:46 pm
The pickaxes are really gone...
Now there's an odd empty space above the armor icon... something should be put there!
They should put the remotecontrol there.
by TheRaph
Sun Oct 28, 2018 1:01 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209645

Re: Friday Facts #266 - Cleanup of mechanics

Assembling machine ingredient limit removal I like it, that the later Assembling machines can do really more than the earlier ones. The game forces me to create them and thus directs me and guides me. The goal to just speed up things might not always be enough: I can automatically produce items of ...
by TheRaph
Fri Sep 28, 2018 9:09 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 52201

Re: Friday Facts #262 - Hello my name is: Compilatron

Please change your mind. :) As far I can see, there are different meanings about this cute sidekick. I don't know what's the new story is about. But if the crash landed space ship is already in, I like to mention a idea for compilatron in non-campaign game: Please add an option for " ship wreck...
by TheRaph
Fri Sep 07, 2018 9:29 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 60332

Re: Friday Facts #258 - New autoplace

Please set an option for large forest. I've got the feeling that there are less trees on map as in the old times (pre 0.16)
by TheRaph
Tue Aug 28, 2018 5:33 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 50020

Re: Friday Facts #257 - NPE/Campaign update

I have more interest in implementing Deep Water Sites, which cannot overbuild with landfill and you have to build (much more expensive) bridges instead. On the bridges should only railtracks and electricpoles be allowed to build, no assemblers or similar stuff And belts. And probably rail signals? ...
by TheRaph
Sun Aug 26, 2018 7:10 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 50020

Re: Friday Facts #257 - NPE/Campaign update

Awesome stuff with shallow water as well. It would be awesome to see it in free play as well. And a shovel that if you use it on a dirt right near water you would transform it into shallow water to create channels for say power plants or chemical production. This would not be OP as water fill is ab...

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