Search found 44 matches
- Sat Mar 23, 2019 6:31 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122903
Re: Mylon's Many Mods
So I got to try out DangOreus finally and find it quite enjoyable so far. However, I consistently get crashes: Whenever I move too far away from the starting area, I get a popup informing me about an error that can't be fixed before I get sent back to main menu. DangOreus is the only mod installed b...
- Sat Mar 16, 2019 10:41 pm
- Forum: General discussion
- Topic: [0.17.13] What's the intention behind the new extended tutorial map?
- Replies: 1
- Views: 984
[0.17.13] What's the intention behind the new extended tutorial map?
So after I've been asked so nicely by the FFF#286 to try out the updated introduction campaign, I've fumbled with it some more :D I have already given a pretty detailed description about my experience with the 0.17 intro this far in this post and I would say my experience hasn't changed significantl...
- Thu Mar 14, 2019 9:31 pm
- Forum: Duplicates
- Topic: [0.17.12] Crash When picking a temporary station while wait condition is active
- Replies: 1
- Views: 847
[0.17.12] Crash When picking a temporary station while wait condition is active
What happened? I wanted to quickly call a train to my character, enter and have it return to the station I called it from. In the process the game froze and pointed me to the log file before closing. What did I do? I opened the map (m) and selected a train waiting indefinitely in a far away station...
- Tue Mar 12, 2019 12:07 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 7779
- Thu Mar 07, 2019 5:04 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 7779
Re: [0.17.3] Campaign Experience and Suggestions
I'm just... Baffled. Where do you take all this from? At no point did I suggest anything you describe? Except for "make things easier initially", which you at least sort of agreed upon- Agreed. I don't think the campaign as it stands is too hard, but I do think it's hard . And maybe less-h...
- Thu Mar 07, 2019 2:11 pm
- Forum: Ideas and Suggestions
- Topic: Now vacant pickaxe slot should get dedicated to construction robots
- Replies: 7
- Views: 2447
Re: Now vacant pickaxe slot should get dedicated to construction robots
I don't know about Robot Stacker, it feels redundant. I would prefer just to have all 600 bots in one cell. But it is a technical question, developers will decide how to make at. Yeah, it's just a suggestion :) The thing with having all of them in the cell would mean suddenly allowing a much bigger...
- Thu Mar 07, 2019 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Now vacant pickaxe slot should get dedicated to construction robots
- Replies: 7
- Views: 2447
Now vacant pickaxe slot should get dedicated to construction robots
TL;DR The pickaxe slot got removed in 0.17 and can now be replaced with a slot that takes the personal roboport's construction bots. What ? At the beginning of the game, said slot would simply accept up to one Stack of bots. Easy and effective. Later, when the player might want to use several Perso...
- Thu Mar 07, 2019 9:25 am
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 7779
Re: [0.17.3] Campaign Experience and Suggestions
Well... Obviously that's a reasonable thing to do , especially in factorio... But I assume the first steps' to-do list should avoid concluding on "go on the internet and look up a tutorial for the tutorial"? ;) Isn't that how we all learned freeplay ? My man, you need to start reading wha...
- Thu Mar 07, 2019 7:35 am
- Forum: Ideas and Suggestions
- Topic: Personal Ammo Limit
- Replies: 2
- Views: 1237
Re: Personal Ammo Limit
Sounds more like you need more ammo production, rather than a limit on how many to stow away for your gun :lol: Sorry for being silly, but I do feel like that would only overcomplicate things. With biters being a lot more of a threat in 0.17 I wouldn't limit myself on ammo production, I would say pr...
- Thu Mar 07, 2019 7:24 am
- Forum: Ideas and Suggestions
- Topic: Quickbar, replace slot with current item
- Replies: 7
- Views: 2770
Re: [0.17.x] Overwriting Toolbelt Slot
I feel like if I have my inventory open and I put an item onto a slot, it should take up that toolbelt slot no matter what is already there. (Is there an option I'm missing that changes this behavior?) If I read correctly, that's OP's proposal: an option to override a taken toolbelt slot directly b...
- Wed Mar 06, 2019 4:35 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30231
Re: Removing fluid temperature - thoughts?
Generally speaking I would say mixing steam of different temperatures makes no sense at all (vast differences in many properties like pressure, saturation etc.). Also, I have no clue why someone would like to change the temperature of any other liquid in factorio...? In Factorio, all fluids are bas...
- Tue Mar 05, 2019 4:07 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 7779
Re: [0.17.3] Campaign Experience and Suggestions
After My very crushing "first steps", I watched the discussions in the forums and learned a lot about the intro I'd like to weigh in a little here on this and say I think this is exactly what a player should do if they have trouble with something: go look for help. Well... Obviously that'...
- Tue Mar 05, 2019 10:22 am
- Forum: General discussion
- Topic: Some thoughts on 0.16 -> 0.17
- Replies: 25
- Views: 9319
Re: Some thoughts on 0.16 -> 0.17
once you can casually sprawl solar panels make power irrelevant, and nuclear power is kinda op due to the advance refining thinggy. I am still overly confused by solar and nuclear. I feel like the ratio of panels and accumulators is complicated, so I don't want to do the maths to work it out, but I...
- Tue Mar 05, 2019 9:35 am
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 7779
[0.17.3] Campaign Experience and Suggestions
After Playing around enough with the new 0.17 Campaign I'd like to describe my experience , give my opinion on what I personally think it gets wrong and also give a number of suggestions that might help improve it. What might help understand the given criticism a bit better: I first got the demo for...
- Fri Mar 01, 2019 8:15 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.2] Tutorial seems very difficult
- Replies: 34
- Views: 11762
Re: [0.17.2] Tutorial seems very difficult
At 90% research, the biter attacks are designed to consume 100% of your production capacity in ammo, so unless you've gotten ahead of the previous attack strength, you're guaranteed to be overrun. I know this comes directly from the devs, having read about this topic for a while now. Leaving all pr...
- Fri Mar 01, 2019 7:29 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 65414
Re: Friday Facts #284 - 0.17 experimental
Will we get Loaders in Freeplay? Have Loaders only work with filling up/emptying chest-types (wagons and chests). Everything else would need inserters. I believe loaders/feeders are intended as tools for playtesting by the devs or modders, so they're deliberately not made for vanilla. Inserters wou...
- Fri Mar 01, 2019 6:58 pm
- Forum: Implemented Suggestions
- Topic: [0.17.0] Tutorial: "Feeder" vs. "Loader"
- Replies: 12
- Views: 6975
Re: [0.17.0] Tutorial: "Feeder" vs. "Loader"
Also it's absolutely unobvious that loader must be feeded by belts, not arms. Thank you. I stood there for a good minute or two absolutely clueless how to interact with them: Drop items on it manually? No. Open some kind of interface? No. Stack-load the thing with Ctrl-LMB? No. Put the items direct...
- Fri Mar 01, 2019 4:36 pm
- Forum: Balancing
- Topic: Power armor power systems
- Replies: 19
- Views: 7830
Re: Power armor power systems
They just buffed the solar panels to 30kW. I try to soak up every bit of information about 0.17 and yet manage to miss out on some of the most interesting parts :roll: This is essential, now the lower tier power armors will be a lot more viable. I also agree that the portable fusion reactor doesn't...
- Fri Mar 01, 2019 4:08 pm
- Forum: Gameplay Help
- Topic: New Shortcut Buttons cannot be enabled
- Replies: 5
- Views: 4263
Re: New Shortcut Buttons cannot be enabled
Others like undo, copy / paste etc have their checkbox disabled so that it cannot be checked. I had the same experience as well and found it confusing because I did 't know why others were using these already but I couldn't. I later found a prompt that appears if you hover over the greyed out optio...
- Fri Mar 01, 2019 3:53 pm
- Forum: Gameplay Help
- Topic: A Long Guide to the Fantastic New Quickbar (0.17)
- Replies: 14
- Views: 20006
Re: A Long Guide to the Fantastic New Quickbar (0.17)
I legit thought this was put together by a factorio staff member :D Thank you for your super detailed and nicely structured guide, I will definitely come back to it whenever I'm unsure about something! I encourage you to get this integrated into the wiki, there's probably not much else left to say a...