Search found 20 matches
- Sat Mar 02, 2019 8:02 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 74059
Re: Friday Facts #284 - 0.17 experimental
"Compilatron builds a mining setup for the player and then the Objective window directs the player to feed the produced plates into the 'feeder'. Once that is complete, the 'feeder' is removed and the player needs to load and unload the assembling machine with inserters. " im just happy i ...
- Sat Feb 16, 2019 8:40 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 93193
Re: Friday Facts #282 - 0.17 in sight
"So for 0.17, the water 'frequency' and 'size' sliders are being replaced with 'scale' and 'coverage'," please dont do this, ill never remember that "scale" is supposed to set how frequent lakes are..... please leave it as "frequency" or spell it out if you must "n...
- Sat Oct 27, 2018 7:52 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 239980
Re: Friday Facts #266 - Cleanup of mechanics
these are just beautifull simplifications! thank you so much!
""Reduce the number of damage types to something like: generic, impact, heat, and acid.""
generic and impact can savely be merged into "kinetic", people know and trust it.
""Reduce the number of damage types to something like: generic, impact, heat, and acid.""
generic and impact can savely be merged into "kinetic", people know and trust it.
- Sat Jul 07, 2018 6:26 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 62613
Re: Friday Facts #250 - Dead end conclusion
can someone explain to me why blueprints absolutely have to be able to mix with the normal inventory? as far as i can tell this is the cause of like 90% of complexity/problems with the system with out any benefit what so ever.... just give me the infinite blueprint memory(they are just savefiles) th...
- Sat Jun 30, 2018 8:29 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 79953
Re: Friday Facts #249 - Dead end exploration
Proposal 3 is the one!
solves everything, is very simple and creates no new problems.
the others are just as shoehorned as the current one....simplicity is key!
im also psyched about the copy - paste function!
solves everything, is very simple and creates no new problems.
the others are just as shoehorned as the current one....simplicity is key!
im also psyched about the copy - paste function!
- Sat Jan 13, 2018 8:58 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 425530
Re: Friday Facts #225 - Bots versus belts (part 2)
bots can absolutely handle a few nerfs here and there. not realy sure about the chargetime, might get annoying with personal robots. maybe cut down the range, making em suck at longrange transporting would give belts the edge in that category. i would prefer a balanced nerfing, cut some range, incre...
- Sat Jul 08, 2017 5:20 am
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 73596
Re: Friday Facts #198 - Rail segment visualisation
you could put the railsignalblock-details into "Alt"-mode, like the inserter and assambler-details. if its a temporary visual, its not that bad if its a little cluttered.
- Sat May 20, 2017 9:19 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168995
Re: Friday Facts #191 - Gui improvements
yes, change it! have been playing for 3 years? no... 5?.... idk anymore. while the old (current) UI does a good job getting all the information into the players hands, it can definately use some streamlining. i do vaguely remember that the UI needed some getting used to in the beginning. anyway, loo...
- Mon Jun 27, 2016 8:03 pm
- Forum: General discussion
- Topic: My steam is updating!!
- Replies: 11
- Views: 4725
Re: My steam is updating!!
still nothing for me..... which steamserver(regionaldownloadserver) are you guys on? i tryed a few different ones, no luck so far....
edit: missed your post about the beta optin, downloading now!
edit: missed your post about the beta optin, downloading now!
- Tue Apr 12, 2016 6:39 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 81464
Re: Friday Facts #133 - The train struggle
the train thing is a useless timesink, no matter what you come up with, it will look wrong. i would prefer a 4x1 Loader i can slab onto my factorys etc. instead of a heavy inserter tbh. a better inserter adds no gameplayvalue whatsoever. as i see it a 4x1 Loader would have 1 tile with lights and ant...
- Sat Mar 26, 2016 11:03 am
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 62518
Re: Friday Facts #131 - Roadmap shuffle
3 of the 4 postponed things allready exist, there is virtualy no work for you involved to implement them. not sure how you plan to alter the cargowagon length without changeing the viewing angle tbh..... realy hope you get reinforcements soon, with the behind the scenes optimisations and multiplayer...
- Tue Mar 22, 2016 5:34 am
- Forum: General discussion
- Topic: Steam fully redownloads Factorio everytime?
- Replies: 6
- Views: 3340
Re: Steam fully redownloads Factorio everytime?
the download is allways the same size, 113MB.
i probably need to start it up at least once, so it gets recognized? ill try that. soon-ish.
i probably need to start it up at least once, so it gets recognized? ill try that. soon-ish.
- Tue Mar 22, 2016 3:57 am
- Forum: General discussion
- Topic: Steam fully redownloads Factorio everytime?
- Replies: 6
- Views: 3340
Steam fully redownloads Factorio everytime?
everytime i restart steam(about once a week or on a steamupdate), it fully redownloads the factorio client. i noticed this since the steamversion release, with a 100mbit line and factorio only beeing ~100MB its not a big thing, but i wonder if thats intended? ps: havent launched factorio yet, still ...
- Mon Mar 14, 2016 2:47 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 149653
Re: Friday Facts #129 - The late game
yes to all! espezially need things todo after "finishing". i would realy like a tweak to the distance setting of the ore generation, even when turned to max, orepatches are way to common.
- Mon Mar 07, 2016 8:41 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 227874
Re: Friday Facts #128 - Back down to earth
im a little on the fence about the "Loader", i realy want it for high throughput cases where you would need 8? fast inserters to max a expressbelt. but trains can allready be full loaded and unloaded in 10seconds, bringing this further down to like 5seconds would realy bother me for some r...
- Sat Aug 15, 2015 11:55 pm
- Forum: News
- Topic: Friday Facts #99 - MP forwarding
- Replies: 43
- Views: 39360
Re: Friday Facts #99 - MP forwarding
The server still needs to be powerful enough to simulate the game. You might want to check out https://forums.factorio.com/wiki/index.php?title=Multiplayer . There is some information on "Headless Server post 0.12.0" i only played factorio on a 4ghz octo-core, so im not sure what it needs...
- Sat Aug 15, 2015 2:06 pm
- Forum: News
- Topic: Friday Facts #99 - MP forwarding
- Replies: 43
- Views: 39360
Re: Friday Facts #99 - MP forwarding
so.... are dedicated servers a thing now? i could get my old 2ghz dualcore out and let it run 24/7 for my peers.
- Fri Jul 24, 2015 3:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [Rseding91] Constructionbots repairing Combatbots
- Replies: 6
- Views: 5045
Re: [0.12.0] Constructionbots repairing Combatbots
i realize that it was just a funny odity pre .12 but since personal roboports make it a permanent issue it gets anoying quickly. sure, its low priority, but it still is unwanted behaviour that needs fixing.
- Fri Jul 24, 2015 8:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [Rseding91] Constructionbots repairing Combatbots
- Replies: 6
- Views: 5045
[0.12.0] [Rseding91] Constructionbots repairing Combatbots
Hi, not a serious issue, but having personal constructionbots chasing your combatbots around the biterbase is kinda useless. ;) me thinks there should be an exeption for damaged combatbots, so they are not considdered for repairs, since they are temporary anyways. imho the loss of constructionbots i...
- Thu Jul 23, 2015 7:51 pm
- Forum: Duplicates
- Topic: [0.12] CTD, unmodded, Trainsignals
- Replies: 1
- Views: 3736
[0.12] CTD, unmodded, Trainsignals
Hi, had 2 CTDs today,(in 10hours of play), im not sure what i did at the first CTD, on the second i was hitching a ride on one of my trains. checked the log files, both say: "Error Train.cpp:1237: Failed to reserve signal in block." thought i post the logfile here to help smoking the bugs ...