Henry Loenwind wrote: Fri Mar 01, 2019 8:29 pm Yesterday my anti-virus just scanned Factorio for a couple of extra seconds. Today we're one step further...
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Avast is in a loooot of trouble if they dare to "question" Compilatron !
![Laughing :lol:](./images/smilies/icon_lol.gif)
Henry Loenwind wrote: Fri Mar 01, 2019 8:29 pm Yesterday my anti-virus just scanned Factorio for a couple of extra seconds. Today we're one step further...
![]()
Avast is in a loooot of trouble if they dare to "question" Compilatron !
Better still still...wahming wrote: Fri Mar 01, 2019 6:41 pmBetter still...CDarklock wrote: Fri Mar 01, 2019 6:37 pm (Loads up Factorio 0.17.3)
Forum: "Version 0.17.4"
*sigh*
(Closes Factorio and waits for update)
(Playing Factorio 0.17.3)
Forum: "Version 0.17.4"
(Closes Factorio)
(Steam doesn't have the update yet)
*Facepalm*
Well, going from ..2 to ..4, this time I just copy-pasted all the folders and files that didn't already exist in root (including /config/), and it seems to work fine so far...Anson wrote: Fri Mar 01, 2019 9:01 pm in addition to the above it takes additional time to always setup all options again.
since these are experimantal builds and lots of things can change, i don't dare to simply copy everything from the zip over on top of an existing install and thus cause conflicts with files or directories that might have been deleted, or whatever.
Luckily, friend, there's a stable version 0.16.51 which already has the bugs ironed out. Check out the "stable releases" for versions which get fewer frequent updates, rather than the experimental branch which is being constantly updated.Optera wrote: Fri Mar 01, 2019 7:33 pmI agree, having to manually download all HD assets and all those unchanged files over and over is getting really annoying, tedious and for those among us without unlimited plans expensive.mmppolton wrote: Fri Mar 01, 2019 7:13 pm still wating for incremental updates not want to keep on dowlaod a full install each time
Fixing the updater should take priority.
You can put a deconstruction planner in one of your toolbelt hotkeys and then put it in your inventory. Pressing Q seems to erase a blank planner and remove it from your hotkeys, which is suboptimal. Weirdly, deleting the deconstruction planner after putting it in your inventory also removes it from the toolbelt. Also not very intuitive.Tigre Demon wrote: Fri Mar 01, 2019 10:09 pm I'm still sad I cannot have a shortcut for my deconstruct planner anymore
Well smarty pants, if I did that you and everyone else would not have gotten updates to LTN, Loader Redux and other mods with 1000+ users.MadeMeReply wrote: Sat Mar 02, 2019 3:53 amLuckily, friend, there's a stable version 0.16.51 which already has the bugs ironed out. Check out the "stable releases" for versions which get fewer frequent updates, rather than the experimental branch which is being constantly updated.Optera wrote: Fri Mar 01, 2019 7:33 pmI agree, having to manually download all HD assets and all those unchanged files over and over is getting really annoying, tedious and for those among us without unlimited plans expensive.mmppolton wrote: Fri Mar 01, 2019 7:13 pm still wating for incremental updates not want to keep on dowlaod a full install each time
Fixing the updater should take priority.
It's only a gigabyte in size, but if that's an issue you could always wait until the initial bugs are worked out. After all, the experimental version 0.17 was only put out three days ago.
There is a riffled part on the right of the train stop bar. There you can "pick them up" and move them.AngledLuffa wrote: Sat Mar 02, 2019 7:06 am Regarding trains, how do you rearrange the order of train stops? You used to be able to click and drag, but that no longer works as far as I can tell.
I fully agree with Asterix.Asterix wrote: Sat Mar 02, 2019 9:19 pm
Final verdict: a game that doesn't even let you finish the tutorial is not a game I am willing to spend money on.
Luckily I already got my money's worth in the previous 5 versions, otherwise I'd be pretty pissed right now.
It's different than it used to be. You have to watch your pollution more closely, which isn't especially hard, but if you're not used to it... and you say "let me shove sixteen mining drills over here as fast as I can" because you are gonna need a lot of iron... things are going to get bad pretty fast.
Hmm, why do you think that ?CDarklock wrote: Sat Mar 02, 2019 9:54 pm It's different than it used to be. You have to watch your pollution more closely, which isn't especially hard, but if you're not used to it... and you say "let me shove sixteen mining drills over here as fast as I can" because you are gonna need a lot of iron... things are going to get bad pretty fast.
Because you have a pistol and ten magazines, and if you're racing to get drills up, you're not investing any of your resources in military research or ammo production. The first two or three attacks, you'll be fine. But if you don't pay it no never mind, your pollution will draw those in pretty quick.
Yes and no. There seem to be a couple biter bases closer, but they are smaller ones, and the big ones seem farther away than usual.Do you think that biter bases are closer than before ?
I've not seen anything explicit about it, but watching a few YouTubers start new games in 0.17, the biter attacks look to be plowing through a lot more of the base than the 0.16 attacks did. They seem to overwhelm turrets more effectively, as well.Otherwise, I'm not aware of any changes concerning biter strength or pollution cost ?
Honestly, I've only ever had a desert start, so that's probably not it.Maybe you've just never played a desert start before ?
IMHO "Preview" is for getting an idea of the kind of map that the current settings have selected. Using it to select a specific map would (usually) be akin to cheating.EDIT: I am a "no preview" player. I do not click preview, I click play, and what I get is what I get. This does not seem to be the norm.
Well, at some point the correction of "infinite absorption" bug is going to make attacks much nastier and/or frequent than in 0.16, but that's a long way off from start, since you would need to saturate the first "circle" of spawners first !CDarklock wrote: Sat Mar 02, 2019 10:34 pm The first two or three attacks, you'll be fine. But if you don't pay it no never mind, your pollution will draw those in pretty quick.
My mistake, this might mean that grass is harder, rather than desert easier !FFF wrote:grass and sand pollution absorption was brought closer together
That only takes a few hundred pollution, though. And when people are cranking out a few thousand...BlueTemplar wrote: Sat Mar 02, 2019 10:56 pm Well, at some point the correction of "infinite absorption" bug is going to make attacks much nastier and/or frequent than in 0.16, but that's a long way off from start, since you would need to saturate the first "circle" of spawners first !
I also played the tutorial at 0.17.0, so I totally understand your comments.Asterix wrote: Sat Mar 02, 2019 9:19 pm I have been playing factorio since... 0.12 or so? Today I downloaded 0.17 and started the tutorial.
Playing as a complete noob, here is my feeling when, about 1/3 of the way through the research of logistics packs, a horde of biters started eating through my defenses - which, at that point, had run out of bullets: "Man, this game sucks. I don't know what people find in it. I can't even finish this shitty tutorial."
At that point, I decided to close the game and give it a rest.
Final verdict: a game that doesn't even let you finish the tutorial is not a game I am willing to spend money on.
...
After spending about fifty hours in the campaign, because I think it's fun, I'm now in freeplay. Fully default settings. I'm also watching several YouTubers - Nilaus, Xterminator, Tuplex, Soelless Gaming, and obviously Katherine of Sky - go through the 0.17 freeplay with various settings. And I am reaching a certain conclusion.Schallfalke wrote: Sun Mar 03, 2019 7:34 am This WRONGLY gives the players the impression that Factorio is a combat game or horror game.
During the tutorial, I was running two labs, two boilers, and maybe 16 furnaces total. Add the drills required to supply said furnaces, and the assemblers required to keep the bullets coming, and the amount of bugs one would expect from that setup is... One small group every few minutes? Certainly not two hordes every few seconds. By the end, my turrets (the few that still had bullets) couldn't even finish dealing with one horde before the next arrived.CDarklock wrote: Sun Mar 03, 2019 8:37 am
The combat portion of the campaign starts out as an only mildly accelerated representation of how much combat you can expect, building a given factory that close to a biter base. You have a limited amount of space, and you pretty much have to build right here, just a short distance from a substantial base. And that is a Bad Idea, because this is what happens to you when you do that.