Does anyone seriously look at the view couter? It may as well not be there.
I just drop by to see how it's going, and leave. No need to post anything.
Search found 190 matches
- Sat Feb 11, 2017 12:31 am
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 31996
- Fri Feb 10, 2017 11:32 pm
- Forum: Won't fix.
- Topic: [14.22][Linux] Can't change keyboard layout after game start
- Replies: 3
- Views: 2686
Re: [14.22][Linux] Can't change keyboard layout after game start
Does Linux not have a feature similar to DirectInput? Keybinds should be independant from keyboard layout and register keycodes, not letters as interpreted by your OS.
- Fri Feb 10, 2017 10:19 pm
- Forum: Ideas and Suggestions
- Topic: Roboport Robot filter
- Replies: 22
- Views: 11879
Re: Roboport Robot filter
I think in vanilla, Roboports shouldn't even be able to host 300 robots, since they can't even handle more than 50-100 of them working. They either need a serious buff to recharging capacities, or just plain not allow more than 100 of them to dock.
- Fri Feb 10, 2017 9:41 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52347
Re: Friday Facts #177 - Difficulty settings
I am unhappy. I bet you could have told us that a month ago. Most likely more. And even last week when at least somebody did talk about it (which I much appreciated), it sounded like MAYBE end of Feb or if that doesnt hold up early March. now its an optimistic end of March which means most likely A...
- Fri Feb 10, 2017 12:56 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.21] Modpack: Farlands v0.14.7
- Replies: 120
- Views: 97626
Re: [0.14.21] Modpack: Farlands v0.14.7
Now I'm REALLY curious. Tell meEurypteriD wrote:Friendly warning to anyone New to this!
Do not craft an explosive termite just to see what it does..
You will laugh for a bit and then cry when you figure out what happened!
- Fri Feb 10, 2017 11:43 am
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 42330
Re: Version 0.14.22
A minium latency setting of 30 is not "30 ms" but "30 ticks" which is 30 * 16.66~ or 500 ms. That is very confusing, every other game measures latency in milliseconds. But Factorio is not every other game. Which means it should come with a description. If something differs from ...
- Thu Feb 09, 2017 7:29 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161119
Re: [0.14.x] Bob's Mods: General Discussion
I'm not argueing against upgrading, quite the opposite, I like it to be that way.
It's just that you need too many different intermediate and basic materials.
It's just that you need too many different intermediate and basic materials.
- Thu Feb 09, 2017 4:39 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 597741
Re: [MOD 0.14.x] pY Coal Processing
I just noticed the grinder is clipping through the pipes that lead into the hole.
- Thu Feb 09, 2017 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Concrete and bots
- Replies: 34
- Views: 10852
Re: Concrete and bots
I think it makes sense just sorting the constuction queue. Something along the line of: -buildings -inserters -belts -chests -poles -wall -tiles That of course isn't a complete list, but it would solve a lot of problems in that regard. For example, an older constuction job for walls and concrete, th...
- Thu Feb 09, 2017 12:32 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 597741
Re: [MOD 0.14.x] pY Coal Processing
My fiancee said this looks like a ball bathpyanodon wrote:
10/10
- Wed Feb 08, 2017 11:44 pm
- Forum: Ideas and Suggestions
- Topic: Please upgrade the weapons on the tank
- Replies: 4
- Views: 1446
Re: Please upgrade the weapons on the tank
put enough speed boost modules in the tank, and it turns so fast that with just a tap, you're facing the opposite direction. add a couple more and you turn so fast, that turning right makes you turn left, because you turn more than half a turn in a single tick. But yeah, mods allow for upgraded veh...
- Wed Feb 08, 2017 11:39 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161119
Re: [0.14.x] Bob's Mods: General Discussion
The annoying part about this is that you either: -Spend endless amounts of time crafting gears when you need just a piece of something, because you have go through 4, 5, 6 tiers, which adds up to sometimes around 100 gears for 1 entity -Have to organise and carry production of 6 types of gears, on t...
- Wed Feb 08, 2017 6:34 pm
- Forum: Gameplay Help
- Topic: inserter speeds
- Replies: 3
- Views: 2389
Re: inserter speeds
Does anyone know WHY inserters facing north are slower? Why are they spending that extra tick?
- Wed Feb 08, 2017 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Helicopter
- Replies: 5
- Views: 2837
Re: Helicopter
I agree on the car being more on less useless. It's an absolute pain in the ass to steer, because it doesn't lock onto rotations, and unlike the tank can't handle trees at all. Well, it makes sense for a car not being able to handle trees, but you can't even build roads because it's impossible to dr...
- Wed Feb 08, 2017 5:12 pm
- Forum: General discussion
- Topic: Crafting speed math
- Replies: 16
- Views: 30201
Re: Crafting speed math
You'll need 42 stone funaces of iron and 63 of copper, 12 blue assemblers for copper wire to feed 8 assemblers doing curcuits.
- Wed Feb 08, 2017 3:45 pm
- Forum: Technical Help
- Topic: Megabase game slow-down reasons
- Replies: 5
- Views: 2543
Re: Megabase game slow-down reasons
My vote goes to 'a bit of everything', including hardware.
Post a SS of your debug options, where it shows how much time the game spends on which entities. F5 is the default key.
Post a SS of your debug options, where it shows how much time the game spends on which entities. F5 is the default key.
- Wed Feb 08, 2017 10:35 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.22] Pebbles Factorio Modpack
- Replies: 4
- Views: 7721
Re: [0.14.22] Pebbles Factorio Modpack
It would be really nice if you could paste the modlist here.
- Tue Feb 07, 2017 6:54 pm
- Forum: General discussion
- Topic: No spoon 3rd try
- Replies: 9
- Views: 3302
Re: No spoon 3rd try
It hardly takes more time to build 10/12/24 over 5/6/12. 10/12/24 uses one assembly machine for each input, 5/6/12 only utilises half a machine. 20/24/48 is still not much extra work, since you just build 10/12/24 twice, but it's overkill for this achievement.
- Tue Feb 07, 2017 4:35 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161119
Re: [0.14.x] Bob's Mods: General Discussion
I think having both gear wheels and bearing is a nice touch. However, of steel, titanium and nitrinol, we have both, gear wheels and bearings. That's redundant. Of these three, it should be reduced to either one or the other. I'd suggest dropping these 3 kinds of gear wheels, and only work with the ...
- Tue Feb 07, 2017 3:40 pm
- Forum: General discussion
- Topic: No spoon 3rd try
- Replies: 9
- Views: 3302
Re: No spoon 3rd try
I did it in multiplayer with my fiancee. We used harder difficulty settings than normal and more or less got it without explicit planning for it. Key to the achievement it focus on the right science, and having a 'blueprint' a what a good science area looks like in your head. We used 20 red bottle, ...