Search found 45 matches
- Tue Jan 16, 2018 2:21 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 377403
Re: Friday Facts #225 - Bots versus belts (part 2)
Sorry everyone haven't read more than half of the replies... apologies if this is a repeat. Twinsen, I sort of get where you are coming from, but your solution so far doesn't seem to fix the real problem. So it seems to me that the real problem is that belts and logibots are trying to fill the same ...
- Sat Jan 06, 2018 5:19 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 349136
Re: Friday Facts #224 - Bots versus belts
Having read through the first few pages of this here are my thoughts: Removing bots: please don't. You will prevent anyone who doesn't spend their life in-game from making >1k spm factories if you do this. I've seen some factories that do 1k spm or greater with belts, but the level of work involved ...
- Mon Dec 25, 2017 1:53 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 55604
Re: Friday Facts #222 - Christmas avalanche
Merry Christmas everyone! Devs, enjoy your time off with your families. No need to rush out the next bugfix release. I'm excited that belt compression from sideloading is back, especially sideloading two yellow belts to make a red. I will echo everyone else to say that if you adjust fluid wagons you...
- Sun Dec 17, 2017 9:09 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 104614
Re: 0.16 Map generation Feedback
After a few tries generating maps here is some feedback: Stone in the starting area is VERY limited. So is coal on most of the maps I've tried. Coal seems to run out about the same time as iron if not before. Uranium seems too common, they removed it from the starting area but I see one uranium patc...
- Sat Dec 16, 2017 3:23 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 59174
Re: Friday Facts #221 - 0.16 is out
Regarding compression: The underground compression trick always felt kinda cheaty and unintiuative to me. But that said: IRL inserters are connected to timing systems so that they place onto belts *in a perfectly compressed way*. Now I suppose I could build that timing system with the circuit networ...
- Thu Dec 14, 2017 1:48 pm
- Forum: Releases
- Topic: Version 0.16.2
- Replies: 7
- Views: 13393
Re: Version 0.16.2
Thank you! This was driving me nuts.FactorioBot wrote:Bugfixes
- Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.
- Sun Dec 10, 2017 8:31 pm
- Forum: General discussion
- Topic: Your most/least favorite unlocks
- Replies: 8
- Views: 3627
Re: Your most/least favorite unlocks
Most favorite: Military 2/grenades: much faster than chopping trees (grenade damage 3 is nice too, it only takes 1 grenade at that level) Construction bots Tank - the first unlock that makes killing biters fun Requester chests Atomic bomb Most annoying at the time: Oil - I know as soon as I set it u...
- Sat Dec 09, 2017 1:38 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 78085
Re: Friday Facts #220 - The best Friday Facts ever
Artillery train with range of 500+ tiles! 0.16 next week! Thank you devs! I can't wait to see what else you've included in 0.16. Keep up the good work!
- Fri Dec 01, 2017 4:13 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1017564
Re: [0.15] Sea Block Pack 0.1.6
It appears Wood Pellets are technically the most efficient. But you need Coke and Carbon for other things anyway, so doing the whole chain seems the best solution. The last step getting you 20% back... 4 Wood Pellets (48 MJ) -> 1 Wood Block (NA) -> 3 Coal (24 MJ) -> 6 Crushed Coal (NA) -> 6 Coke (3...
- Wed Nov 22, 2017 6:40 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1017564
Re: [0.15] Sea Block Pack 0.1.6
which research queue mod have you installed so I can check the problem ? This one: https://mods.factorio.com/mods/Doomquill/research-queue v1.5.1 (latest w/ no annoying popup) Reading the notes on the mod portal, this may be a problem with research queue though. If there is a version of research qu...
- Thu Nov 16, 2017 1:14 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1017564
Re: [0.15] Sea Block Pack 0.1.6
So I got a weird glitch today... I had been working on my seablock base for a while to build resources and I decided to add research queue to help with AFKing long techs. So I installed the mod, but forgot to enable it and when factorio came back up, it said "cannot find file '__base__/graphics...
- Sat Oct 28, 2017 11:16 am
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 67238
Re: Friday Facts #214 - Concrete rendering
I like this idea. +1Lav wrote:I would suggest to use the new concrete graphics as bricks.
New bricks graphics as cobblestone (smaller bonus but made from stone, not bricks).
And make a proper "flat featureless industrial grey" concrete with sharp (not blurred!) hazard painting.
- Fri Oct 27, 2017 9:59 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 67238
Re: Friday Facts #214 - Concrete rendering
On the 3rd page before I got home from work... wow. I agree with most of the above posters, the new graphic is great but it looks more like stone brick than concrete to me. I think it also fits the factorio theme more than the new stone brick graphic. Concrete is flat and while it may have tiles, th...
- Fri Oct 20, 2017 1:12 pm
- Forum: Mods
- Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
- Replies: 81
- Views: 41295
Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Do you have any way for me to give you patches for stuff? Like a github repo for the source that I can make PRs on. I'm trying out different ideas locally right now for the factorium crystals. I also fixed the temperature of the steam coming out of the plastic forming plant's recipes (15C steam is u...
- Fri Oct 20, 2017 12:19 am
- Forum: Mods
- Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
- Replies: 81
- Views: 41295
Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
So I'm just wondering... what do I do with this full chest of 'Factorium Crystal (small)' that I have? I couldn't figure it out, so I went and got "What's it used for" and they aren't used for anything... Can you add a Kovarex-like process to turn them into medium ones so I can make the po...
- Thu Oct 12, 2017 11:23 pm
- Forum: General discussion
- Topic: switch from .14 to .15 - savegame compatibility
- Replies: 29
- Views: 24836
Re: switch from .14 to .15 - savegame compatibility
Ok, I guess I'll just fix it with a command... I don't really care about achievements on those old maps anyway.We never said we would migrate the oil patch resource amounts, so in any case its not a bug
- Wed Oct 11, 2017 9:19 pm
- Forum: General discussion
- Topic: Why isn't drone content considered apart of the logi network
- Replies: 6
- Views: 2549
Re: Why isn't drone content considered apart of the logi network
What is stranger is that you can't tell from the logi network view or the circuit network if there are requests that can't be met at all. If there is no iron ore at all and a request for 50, then any view of the network will tell you there is 0, when I think it should say -50. So there is no differe...
- Wed Oct 11, 2017 9:14 pm
- Forum: General discussion
- Topic: switch from .14 to .15 - savegame compatibility
- Replies: 29
- Views: 24836
Re: switch from .14 to .15 - savegame compatibility
I just got around to updating some of my old saves from .14 to .15 last week. All of my oil wells that were at 0.1 in 0.14 are now at 5%, which I think means that I'm getting even less oil than before :(. Plus it is below the minimum yield in 0.15 :evil:. And even the untapped oil to the south of my...
- Sat Aug 19, 2017 4:33 am
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40090
Re: Friday Facts #204 - Another day, another optimisation
... It looks like everything is connected tightly with everything else so that you can not break it apart, but thats actually not true. If you want to come to a reasonable simulation, not a perfect one, everything that has a large enough buffer creates a propagation delay of every action that is bi...
- Sat Jun 17, 2017 11:14 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 53699
Re: Friday Facts #195 - Poles re-design
The small and big poles I don't have a really strong opinion on although the new big pole looks *strange* for some reason (but I can't figure out why).
This.Also, I did like the slanted medium pole from v1. It really makes it unique and steampunk feel. I won't mind style over realism.