Version 0.9.0
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- Filter Inserter
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- Joined: Wed Feb 20, 2013 9:35 pm
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Re: Version 0.9.0
I hate you all! I am grounded in paris till sunday
Re: Version 0.9.0
+1muzzy wrote:The crafting sound is killing me. I kinda like to craft 100 gear wheels etc while doing other stuff to not waste time .... and this constant tsssh tsssh tsssh tssh tsssh tsssh tsssh ... is driving me nuts, so nuts that i have to play without sounds now.
How do I desable that sound?
Re: Version 0.9.0
Looks like coal is only a mid-tier fuel source now. Excess oil should provide plenty of fuel with each block providing over 3 times that of coal.3LollipopZ wrote:The severe lack of coal is doing it for me
Re: Version 0.9.0
do these sounds make you feel like you're working in a.. factory?muzzy wrote:The crafting sound is killing me. I kinda like to craft 100 gear wheels etc while doing other stuff to not waste time .... and this constant tsssh tsssh tsssh tssh tsssh tsssh tsssh ... is driving me nuts, so nuts that i have to play without sounds now.
Re: Version 0.9.0
Time to rebuild factory :3
Re: Version 0.9.0
is coal soo rare by design?
i started multiple worlds (on default setting) and unable to get find any coal near spawn...
i started multiple worlds (on default setting) and unable to get find any coal near spawn...
Re: Version 0.9.0
I actually had a similar problem myself. I went through about 8 worlds before I got any coal near me, and it was in the middle of a big forest that was so dense I couldn't really do anything without chopping down far more trees than I was interested in.RawCode wrote:is coal soo rare by design?
i started multiple worlds (on default setting) and unable to get find any coal near spawn...
Re: Version 0.9.0
There seems to be substantially reduced resources. At maximum I'm not finding any large seams. Bug or design?
Re: Version 0.9.0
Thanks for the changekovarex wrote: [*]Multiplied all energy values by the factor of 1000.
Now on to try this really incredible update !
- 3LollipopZ
- Long Handed Inserter
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Re: Version 0.9.0
I remember reading that world generation was being worked on. I admit that I like the reduced resources as before it was sometimes stupidly abundant, but the lack of coal is making my life ever so difficult.Disinform wrote:There seems to be substantially reduced resources. At maximum I'm not finding any large seams. Bug or design?
Having to transport coal or any resource from far away to begin with slows my early game down to a grind. conveyors everywhere trickling in my coal and copper. Iron though never seems to be a problem though... and oil everywhere
Re: Version 0.9.0
There seems to be a lot of water, I selected "none" in the world gen options and insta-crash. I think there may be a bug.3LollipopZ wrote:I remember reading that world generation was being worked on. I admit that I like the reduced resources as before it was sometimes stupidly abundant, but the lack of coal is making my life ever so difficult.Disinform wrote:There seems to be substantially reduced resources. At maximum I'm not finding any large seams. Bug or design?
Having to transport coal or any resource from far away to begin with slows my early game down to a grind. conveyors everywhere trickling in my coal and copper. Iron though never seems to be a problem though... and oil everywhere
Re: Version 0.9.0
Read this thread... started a world... spawned next to this:
Re: Version 0.9.0
[quote="immibis"]Read this thread... started a world... spawned next to this:
Good luck finding copper that isn't nestled against a biter camp.
The start location has.. no standards. Kinda like my avatar where I spawned on an island.
I like being somewhere near water, as it's a natural defense barrier.. but I keep getting spawned IN the water (sometimes just barely on the coast). Reload! Spawned in a prison of trees. Reload! Nearest iron vein next to biters, reload! No coal, Reload! No iron, Reload. Spawned on an isolated island, Reload! Half my starting/safe area is ocean. Reload!
One time, I had all three minable resources at my spawn point, including water. The problem? They were all in one big huge mass >.< I ain't sortin' that shit! Reload!
My current game, I'm penned in by a dense forest to my west, and a huge biter spawn to my east, and ocean to my south. The only reason I haven't been annihilated yet is that the forest to my east has dampened my pollution.. and I've been VERY careful not to build too much. To the north is somewhat open, but the desert where the forest opens up (with some oil) is in the backyard of two more biter nests. I have about four four chunks of width and about ten chunks of vertical space before I hit the open desert and the pollution is almost at those nests. FML. RELOAD!
And i'm not talking single spawner biter nests, but 2-6 spawners plus worms. I'm constantly penned in on all sides by impassable/impossible terrain and bigass biter/worm nests. If the spawn rate wasn't so obnoxiously fast, I might be able to get some breathing room with light armor and a submachine gun... but now I have to defend from three angles before I even have access to oil, forget about a car.
Good luck finding copper that isn't nestled against a biter camp.
The start location has.. no standards. Kinda like my avatar where I spawned on an island.
I like being somewhere near water, as it's a natural defense barrier.. but I keep getting spawned IN the water (sometimes just barely on the coast). Reload! Spawned in a prison of trees. Reload! Nearest iron vein next to biters, reload! No coal, Reload! No iron, Reload. Spawned on an isolated island, Reload! Half my starting/safe area is ocean. Reload!
One time, I had all three minable resources at my spawn point, including water. The problem? They were all in one big huge mass >.< I ain't sortin' that shit! Reload!
My current game, I'm penned in by a dense forest to my west, and a huge biter spawn to my east, and ocean to my south. The only reason I haven't been annihilated yet is that the forest to my east has dampened my pollution.. and I've been VERY careful not to build too much. To the north is somewhat open, but the desert where the forest opens up (with some oil) is in the backyard of two more biter nests. I have about four four chunks of width and about ten chunks of vertical space before I hit the open desert and the pollution is almost at those nests. FML. RELOAD!
And i'm not talking single spawner biter nests, but 2-6 spawners plus worms. I'm constantly penned in on all sides by impassable/impossible terrain and bigass biter/worm nests. If the spawn rate wasn't so obnoxiously fast, I might be able to get some breathing room with light armor and a submachine gun... but now I have to defend from three angles before I even have access to oil, forget about a car.
Re: Version 0.9.0
Maybe i'm blind , but i cannot find how to craft "explosives" , that are needed to craft "missiles"
Re: Version 0.9.0
Chemical Plant. 1xCoal + 1xSulfur + 1xWaterMarqee wrote:Maybe i'm blind , but i cannot find how to craft "explosives" , that are needed to craft "missiles"
Re: Version 0.9.0
Big patch and nice new graphics and recipies.
BUT
1.) Why do engines have to be crafted in an chemical plant? Bottle up lubricants automatically and lets craft these engines and similar products in an assembler. Chemicals plants only for fluid processing soloely.
2.) The immense loss of fluids when deconstructing a building or changing the recipe. You can lose thousands of oil units within seconds. Can't the fluid just be pumped back into the system (adjacent pipes/storage tanks)
BUT
1.) Why do engines have to be crafted in an chemical plant? Bottle up lubricants automatically and lets craft these engines and similar products in an assembler. Chemicals plants only for fluid processing soloely.
2.) The immense loss of fluids when deconstructing a building or changing the recipe. You can lose thousands of oil units within seconds. Can't the fluid just be pumped back into the system (adjacent pipes/storage tanks)
Re: Version 0.9.0
I was going to address this, but it appears as though this is actually possible in most cases. If you use a pump attached to the entry point (Might not need to be on the entry point exactly) of the chemical plant and the chemical in question you can potentially reverse the pump back into the source. I think this is possible for pretty much all the liquids provided it can get to the point in question. If you use storage tanks for everything you can probably pump it back to the storage as long as it isn't full. But you'll always lose a bit in the actual pump pipe, so you're better off just leaving the pump at each entry point so you can stop/reverse the flow.BurnHard wrote: 2.) The immense loss of fluids when deconstructing a building or changing the recipe. You can lose thousands of oil units within seconds. Can't the fluid just be pumped back into the system (adjacent pipes/storage tanks)
Re: Version 0.9.0
ye.. engines in chemical plant confused me too
also the differences between engines now.. you can create pump only from electric engine (isn't there a better name btw? like electric motor vs combustion engine?)
regarding liquids (oil) - would it possible to manually grab oil from plant and put in your empty tank in inventory? or you can put just crude oil into barrels.. I'm still confused with all the oil tech
also the differences between engines now.. you can create pump only from electric engine (isn't there a better name btw? like electric motor vs combustion engine?)
regarding liquids (oil) - would it possible to manually grab oil from plant and put in your empty tank in inventory? or you can put just crude oil into barrels.. I'm still confused with all the oil tech
Re: Version 0.9.0
You start with a new game or reload a old 0.8.x game? i have the same problem: https://forums.factorio.com/forum/vie ... f=7&t=2346Marqee wrote:Maybe i'm blind , but i cannot find how to craft "explosives" , that are needed to craft "missiles"
normal it is left from the battery in the crafting menu.
Re: Version 0.9.0
Yeah, this is a possibility:) It does feel a bit strange building a mechanical item (the engine) in the chemical plant after all.BurnHard wrote:Big patch and nice new graphics and recipies.
BUT
1.) Why do engines have to be crafted in an chemical plant? Bottle up lubricants automatically and lets craft these engines and similar products in an assembler. Chemicals plants only for fluid processing soloely.
That is tricky. For the beginning we will lower the volumes for the inputs in the chemical plant / oil refinery to match the recipe. Now the size of the fluid box is in the prototype itself.BurnHard wrote: 2.) The immense loss of fluids when deconstructing a building or changing the recipe. You can lose thousands of oil units within seconds. Can't the fluid just be pumped back into the system (adjacent pipes/storage tanks)