Search found 181 matches
- Wed Apr 26, 2017 5:58 pm
- Forum: General discussion
- Topic: Problems with Steam in 0.15
- Replies: 4
- Views: 3011
Re: Problems with Steam in 0.15
Boilers have three connection points. Two are for water, one is for outputting steam. The steam output is perpendicular to the water input/outputs.
- Wed Apr 26, 2017 4:42 pm
- Forum: General discussion
- Topic: The Inevitable Alien Artifact Poll
- Replies: 11
- Views: 4269
Re: The Inevitable Alien Artifact Poll
I'm glad that artifacts and their associated grind are gone from the game. Destroying biter nests is boring and tedious even when you're only dealing with them when you're expanding.
- Wed Apr 26, 2017 3:08 pm
- Forum: Not a bug
- Topic: [0.15] Heat pipes should be in the logistics?
- Replies: 11
- Views: 2415
Re: [0.15] Heat pipes should be in the logistics?
I second this. It confused me the first time I was looking for heat pipes that they weren't included in logistics.
- Wed Apr 26, 2017 2:12 pm
- Forum: Releases
- Topic: Version 0.15.1
- Replies: 54
- Views: 43866
Re: Version 0.15.1
Biters are long overdue for an overhaul anyway. They're useful for creating trade-offs between expansion and defense, production and military. But mechanically, they're uninteresting and tedious to deal with in the later stages of the game.
- Wed Apr 26, 2017 2:08 pm
- Forum: Not a bug
- Topic: [0.15.1] Uran 235 not produced
- Replies: 9
- Views: 11081
Re: [0.15.1] Uran 235 not produced
Heck it's a game.... make the recipe take 100 ore and produce 99 U238 and 1 U235 with 100 duration instead of fooling around with milli-items produced. I strongly agree with this idea. The random production of U235 is confusing for new players, and it creates uncertainty about when they'll get thei...
- Wed Apr 26, 2017 12:46 am
- Forum: Ideas and Suggestions
- Topic: Add a logarithmic display option for production/consumption graph.
- Replies: 16
- Views: 6830
Re: Add a logarithmic display option for production/consumption graph.
This would be a very nice option to have.
- Tue Apr 25, 2017 5:13 pm
- Forum: Duplicates
- Topic: [0.15.1] Map bug(?)
- Replies: 6
- Views: 2225
Re: [0.15.1] Map bug(?)
Huh, that's interesting. That one oil spot isn't being grouped with the other two when moused over directly, but is correctly grouped with them when one of the other two is moused over. Curious.
- Tue Apr 25, 2017 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Generic Barreling/Unbarreling Recipe
- Replies: 16
- Views: 6890
Generic Barreling/Unbarreling Recipe
After researching fluid processing, the crafting menu gets cluttered with the barreling/unbarreling recipes, since there's two recipes to handle each fluid type. This is a problem that will get worse if mods add their own fluids, since each of those will then need two recipes for this purpose. To re...
- Tue Apr 25, 2017 3:51 pm
- Forum: Releases
- Topic: Version 0.15.1
- Replies: 54
- Views: 43866
Re: Version 0.15.1
Belt optimizations are still planned. Multi-trheading is not.
- Tue Apr 25, 2017 2:03 pm
- Forum: Gameplay Help
- Topic: Power Generation
- Replies: 2
- Views: 1237
Re: Power Generation
Which boiler outlet did you attach the steam engine to? The steam engine needs steam to run, which comes from the perpendicular outlet.
- Tue Apr 25, 2017 12:50 am
- Forum: General discussion
- Topic: Uranium enrichment is weird
- Replies: 20
- Views: 8950
Re: Uranium enrichment is weird
More seriously, the current version of enrichment interacts oddly with productivity modules, as can be seen here: https://forums.factorio.com/viewtopic.php?f=7&t=44635 Since this is likely unintended behavior, I think that a different recipe model is needed. The catalyst model is perhaps the sim...
- Tue Apr 25, 2017 12:44 am
- Forum: Not a bug
- Topic: [0.15.1] Lazy Bastard Impossible on Marathon
- Replies: 3
- Views: 1893
Re: [0.15.1] Lazy Bastard Impossible on Marathon
Since achievements are open with any settings, I think it would be fair to either adjust the achievements for *official* presets, or to somehow let players know that changing from the defaults may make them difficult or impossible.
- Mon Apr 24, 2017 10:19 pm
- Forum: Not a bug
- Topic: [0.15.1] Lazy Bastard Impossible on Marathon
- Replies: 3
- Views: 1893
[0.15.1] Lazy Bastard Impossible on Marathon
Due to the increase costs of technology and recipes in this mode, it's impossible to complete Lazy Bastard. By my calculations, it requires 224 crafts to make the bare minimum items, while you're only allowed 111 crafts. Wooden pole (3) 1x wooden board 1x copper cable 1x pole Offshore pump (15) 10x ...
- Mon Apr 24, 2017 8:55 pm
- Forum: General discussion
- Topic: Uranium enrichment is weird
- Replies: 20
- Views: 8950
Re: Uranium enrichment is weird
I'm of two minds on this one. On the one hand, the need to feed back the products of the enrichment process to keep it running is an excellent reason to make use of circuit network logic, and introduces an interesting level of complexity. On the other hand, this makes nuclear power much more difficu...
- Mon Apr 24, 2017 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 26053
User-Made Difficulty Presets
With the addition of difficulty presets, it would be nice if players could make and name their own. I personally use a custom set of settings that doesn't match up neatly with any of the official presets, and it would be nice if I could save and load them. Yes, map strings let you do this, but that ...
- Mon Apr 24, 2017 8:34 pm
- Forum: Not a bug
- Topic: [15.0] Follower robot count 7 research missing
- Replies: 5
- Views: 2376
Re: [15.0] Follower robot count 7 research missing
This is a more general issue where the technology count for the infinite research items jumps from the regular research. Combat Robot Damage goes from 5 to 7. Follower Robot Count goes from 6 to 8. Flamethrower Damage goes from 6 to 8. Gun Turret Damage goes from 6 to 8. Laser Turret Damage goes fro...
- Fri Apr 07, 2017 4:16 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 49080
Re: Friday Facts #185 - Progress report
That night vision view is amazing. And tutorials! A long overdue and welcome addition to the game.
0.15 is going to be a great release.
0.15 is going to be a great release.
- Fri Mar 24, 2017 11:18 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 69943
Re: Friday Facts #183 - Aiming for the release date
Is there a chance of users being able to make their own difficulty setting presets?
- Sun Feb 12, 2017 9:39 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52491
Re: Friday Facts #177 - Difficulty settings
With the new difficulty options introduced what I would like to see is making a big switch for the preset difficulties like Easy/Normal/Hard/Insane/Custom with only Custom letting you use all those sliders while other having hard preset values. This will make it more convinient for the majority of ...
- Fri Feb 10, 2017 7:34 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52491
Re: Friday Facts #177 - Difficulty settings
Very nice. But I have 1 advice. Please a function which saves the last game settings and one button for random settings. That already exists: it's the map-exchange string. Doesn't that also include the map seed? And even if it doesn't, a way to name and manage those strings in-game would be very he...