Search found 158 matches

by Xeteth
Fri Sep 09, 2016 7:04 pm
Forum: News
Topic: Friday Facts #155 - Settling into fall
Replies: 63
Views: 32388

Re: Friday Facts #155 - Settling into fall

Oh wow, I'm glad my build was of use in optimising! Amazing stuff as always devs :)
by Xeteth
Wed Sep 07, 2016 10:51 am
Forum: Resolved Problems and Bugs
Topic: [0.13.20] [Martin] Using '~' whilst naming things opens console
Replies: 5
Views: 2660

Re: [0.13.20] Using '~' whilst naming things opens console

Well I fixed, that Shift+` would open the console while ` was bound to open the console, but an underlying problem (probably) still remains, I think that no controls should be triggered when a text field is focused, apart from Escape to get rid of the focus, so I'm leaving this open. Thanks HanziQ <3
by Xeteth
Fri Sep 02, 2016 3:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.20] Wires not carrying to inserters on blueprint
Replies: 7
Views: 3342

[0.13.20] Wires not carrying to inserters on blueprint

I have found that wires are not carrying/connecting to inserters on blueprints. I have tested and it does seem to be working with chests, combinators etc.


Hopefully this gif will show what I mean:

Image
by Xeteth
Fri Sep 02, 2016 10:11 am
Forum: Resolved Problems and Bugs
Topic: [0.13.20] [Martin] Using '~' whilst naming things opens console
Replies: 5
Views: 2660

[0.13.20] [Martin] Using '~' whilst naming things opens console

I am trying to put a ~ symbol in front of some of my train stations since they will then show up at the bottom of the train list (it follows ASCII order, right?). However when I have the GUI open to name a station and hit ~ it opens the console. It is however possible to enter the ~ symbol into the ...
by Xeteth
Thu Sep 01, 2016 9:40 am
Forum: General discussion
Topic: Problems with Biter pathfinding/behavior?
Replies: 6
Views: 2888

Re: Problems with Biter pathfinding/behavior?

Hi, I wonder if anyone has noticed problems with the pathfinding and behaviour of Biters in recent versions? I keep seeing them massive bundles of units without actually attacking, like so: These huge clusters have been the way that attacks can occurr for quite a while now, I remember seeing simila...
by Xeteth
Wed Aug 31, 2016 9:50 pm
Forum: Not a bug
Topic: [0.13.20] Biters destroying power poles
Replies: 11
Views: 4667

Re: [0.13.20] Biters destroying power poles

I'm not sure why would you think that it's intended for biters to attack only the outpost. There is no "power pole protection act" coded anywhere in the biter AI. As described by Rseding91 biters behaved exactly as their AI dictates - so what happened is indeed intended behavior. In this ...
by Xeteth
Wed Aug 31, 2016 9:02 pm
Forum: Not a bug
Topic: [0.13.20] Biters destroying power poles
Replies: 11
Views: 4667

Re: [0.13.20] Biters destroying power poles

In this case it's intended behavior. When a biter (or group of biters) tries to path somewhere and one or more of them get stuck because something is in the way they attack it. In this case the electric pole is in the way and the only way forward (because biters are to the left, right, and behind) ...
by Xeteth
Wed Aug 31, 2016 8:21 pm
Forum: Not a bug
Topic: [0.13.20] Biters destroying power poles
Replies: 11
Views: 4667

Re: [0.13.20] Biters destroying power poles

There is no rule that forbids biter from doing that, you need to protect your stuff. NaB. I am aware that there is no rule, however simply saying "you need to protect your stuff" is rather ignorant to be honest. Are we meant to turret and wall entire train lines? Sorry but that isn't real...
by Xeteth
Wed Aug 31, 2016 7:33 pm
Forum: Not a bug
Topic: [0.13.20] Biters destroying power poles
Replies: 11
Views: 4667

[0.13.20] Biters destroying power poles

Ran into an issue earlier today where a group of biters got stuck on a power pole when pathing to attack an outpost and as such they attacked the power pole. I understand that biters will attack objects (trees, rocks, etc) if they are in the way however as you can see in the GIF they shouldn't have ...
by Xeteth
Fri Aug 12, 2016 2:43 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 92168

Re: Circuit network features for 0.14

<3 wireless transmission using radars :D With regards to the train stuff this is something I would love to see expanded on. Version 0.13 added a lot in terms of setting up schedules and added many different conditions for leaving which really aided in controlling trains more effectively and efficien...
by Xeteth
Tue Aug 02, 2016 7:20 am
Forum: Resolved Problems and Bugs
Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
Replies: 18
Views: 12336

[13.13] [kovarex] Train Signal on BP Error REOPENED

Found a strange error when blueprinting a particular intersection I had. I notice that it doesn't occur all the time, however I am thinking it might be related to the order in which the rail/signal is built and it not properly updating? See the gif below and notice the flashing signal that should wo...
by Xeteth
Sat Jul 23, 2016 6:10 am
Forum: Not a bug
Topic: [0.13.10] Strange starting area map generation
Replies: 9
Views: 4040

[0.13.10] Strange starting area map generation

Not a massive issue but this map seems to have generated with a circle around the player in the starting area, thought it worth reporting. http://i.imgur.com/zuTC3M6.png Map exchange string: >>>AAANAAoABgACBAYAAAAEAAAAY29hbAMDAwoAAABjb3BwZXItb3Jl AwMDCQAAAGNydWRlLW9pbAMDAwoAAABlbmVteS1iYXNlAwMDCAAAA...
by Xeteth
Fri Jul 22, 2016 2:43 pm
Forum: Ideas and Suggestions
Topic: Remove or Miniaturize Circuit Networks
Replies: 99
Views: 34105

Re: Remove or Miniaturize Circuit Networks

I don't really like the miniaturisation to be honest, it seems like a whole lot of work to change something that I don't really think is broken. Area to build is one of the most free things in Factorio and honestly making something like this I believe is actually really awesome to look at in your ba...
by Xeteth
Thu Jul 21, 2016 8:12 pm
Forum: General discussion
Topic: Whats the stance on griefing ?
Replies: 67
Views: 23076

Re: Whats the stance on griefing ?

I for one am all for the banning of griefers. It's quite simple - don't be a tool in people's games and you won't ever have to worry about this issue. In fact, unless you are worried about such a ban on yourself you should be thanking the devs for this stance as it keeps the community safe. This typ...
by Xeteth
Thu Jul 21, 2016 6:01 am
Forum: Resolved Problems and Bugs
Topic: 13.9 Major Performance Hit after deep Exploring
Replies: 9
Views: 4895

Re: 13.9 Major Performance Hit after deep Exploring

Just loaded the save and can confirm that both FPS and UPS drop. This is due to the enormous numbers of biters that have been aggro'd, by recharting the map and looking it appears as though many of the biters are 'stuck' in place. If you run this command: /c game.forces["enemy"].kill_all_u...
by Xeteth
Thu Jul 21, 2016 5:51 am
Forum: Technical Help
Topic: Mod dupe
Replies: 4
Views: 1695

Re: Mod dupe

Mods are not kept in the SteamApps folder, instead they are kept in this directory: C:\Users\<user>\AppData\Roaming\Factorio\mods

Navigate to that folder and delete the appropriate mods and the game should load.
by Xeteth
Wed Jul 20, 2016 10:11 pm
Forum: Ideas and Suggestions
Topic: Running multiple electric networks via single power pole
Replies: 16
Views: 4665

Re: Running multiple electric networks via single power pole

Unless I am reading this wrong you can already do what you're after, but you have to approach the problem in a different manner. Instead of having multiple networks running along a mainline just have a single network and when it reaches the outpost you branch it off there using power switches into y...
by Xeteth
Wed Jul 20, 2016 10:04 pm
Forum: Ideas and Suggestions
Topic: Mining Drill Improvements
Replies: 3
Views: 1674

Mining Drill Improvements

A few suggestions to improve mining drills: 1. I would love the ability to be able to set a filter in mining drills such that when they are placed over multiple resources the filter could be set to mine just that ore. It would work similar to filtered inserters and could possibly be set using the ci...
by Xeteth
Mon Jul 18, 2016 4:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.1] Map generation process is very strange
Replies: 31
Views: 24628

Re: [0.13.1] Map generation process is very strange

cube wrote:I've made some tweaks to our map generator, a bug or two related to map segmentation and completely replaced how starting areas are generated. Let's see if it will make you happy :-) Moving to fixed for next version.

:D :D :D
by Xeteth
Mon Jul 18, 2016 9:15 am
Forum: Technical Help
Topic: Extremely slow download speed?
Replies: 3
Views: 3861

Re: Extremely slow download speed?

When connecting to a multiplayer game you are downloading the map from the host, not Steam or a Factorio server or anything. As such your download speed will be limited by both your connection but more importantly the hosts upload speed. Get the person hosting to run a speed test (www.speedtest.net)...

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