Search found 114 matches
- Mon Aug 25, 2014 3:43 am
- Forum: Videos
- Topic: [YouTube] Factorio Fixit
- Replies: 110
- Views: 42326
Re: [YouTube] Factorio Fixit
Quite fun series to watch :), some of these factories are really crazy. Btw. I think you care about optimizing turns on belts too much. First, it is mostly never issue, especially on some not so important belts. And it is much cheaper and easier to put there red belts to corners, if you really care ...
- Mon Aug 25, 2014 2:08 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My green factory
- Replies: 6
- Views: 6739
Re: My green factory
Do they increase run speed? No, floors are just for aesthetic purpose. Roadworks increase speed of car and running speed, so they are pretty useful. By I am using floors to highlight parts of the factory, so they make everything easier to understand. Plus it adds some more Minecraft elements to Fac...
- Sun Aug 24, 2014 12:45 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My green factory
- Replies: 6
- Views: 6739
My green factory
Hi, so I have spent more than 50 hours with my factory and I am posting a lot of pictures here. After about 30 hours, I got everything I needed and so I decided to optimize my factory on very low pollution (also to get some motivation to mine and produce more). Currently my pollution is very small, ...
- Sun Aug 24, 2014 12:08 am
- Forum: News
- Topic: Friday Facts #48 Long term thinking
- Replies: 25
- Views: 27463
Re: Friday Facts #48 Long term thinking
I would like to have some kind of tree harvester: You just run through a forest and there is no more forest, and you have wood collected in the storage. Construction drones will remove trees in range if you use the demolition plan on them. Also, im just gona be another seagull in the flock and say ...
- Sat Aug 23, 2014 11:24 am
- Forum: Not a bug
- Topic: [0.10.8] Disappearing blue-printed buildings
- Replies: 4
- Views: 1845
Re: [0.10.8] Disappearing blue-printed buildings
Ok, then this is no bug, but just plainly stupid. I don't see any reason for any limit. If developers want destroyed buildings to disappear, then it should be done separately.
- Sat Aug 23, 2014 7:18 am
- Forum: News
- Topic: Friday Facts #48 Long term thinking
- Replies: 25
- Views: 27463
Re: Friday Facts #48 Long term thinking
I would like to have some kind of tree harvester: http://www.cappersfarmer.com/~/media/Images/CFR/Editorial/Articles/Magazine%20Articles/2012/01-01/Teen%20Creates%20Custom%20Combine%20Harvesters/Wheat-Combine-Harvester.jpg You just run through a forest and there is no more forest, and you have wood ...
- Sat Aug 23, 2014 7:04 am
- Forum: General discussion
- Topic: speedy
- Replies: 13
- Views: 3869
Re: speedy
I am not sure whether you can run faster than car, but you can be very fast. I myself have like 5 exoskeletons there and some shields and it is awesome. Still car seems little bit faster, especially with roadworks. Also, if you have multiple shields, you do not die when crashed with a train => aweso...
- Sat Aug 23, 2014 3:18 am
- Forum: Not a bug
- Topic: [0.10.8] Disappearing blue-printed buildings
- Replies: 4
- Views: 1845
[0.10.8] Disappearing blue-printed buildings
This is an annoying bug I have just noticed, I am still not sure how to reproduce it exactly (what it is causing). Currently I am not producing solar panels in fast enough rate so when I place some blueprints to construct say 500 of these, it takes a while to finish it. When I move very far from the...
- Sat Aug 23, 2014 2:39 am
- Forum: Show your Creations
- Topic: I know Kung Fu - The Hydra Dilemma #31
- Replies: 4
- Views: 2614
Re: I know Kung Fu - The Hydra Dilemma #31
There is no need to create separate threads. And btw. you fixed some things and broke some other things: 1) You replaced a logistic chest with a steel chest, now it has no function. (You could learn how logistic robots work first.) 2) You fucked up blue production since steel will block both sides o...
- Fri Aug 22, 2014 5:01 am
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 218426
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
I meant manual as in, you can't just leave it alone and it will be automated indefinitely. But the only thing like this oil, which can run indefinitely (but very slow). All other resources (copper, iron, coal, trees) need to be setup manually. But setting some assembling machine for making poles ou...
- Wed Aug 20, 2014 3:58 am
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 218426
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Lol, remembering someone saying that from these two circuit factories on the right there will be some huge chain of productions draining them, and lol what happened. You should really extend mining and smelting somewhere and produce tons of circuits.
- Tue Aug 12, 2014 1:48 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 218426
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Actually this setup with splitters is doing something different than the setup with smart chests in the video. If one of the factories is not producing, then it belts gets full and then all robotic pieces would go only to the other factory. The setup in the video always produces robots in the ration...
- Tue Aug 12, 2014 3:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] powerline removed
- Replies: 3
- Views: 3149
Re: [0.10.6] powerline removed
Also the same thing happens when you destroy the pole by, say, shotgun using space.
- Sun Aug 10, 2014 7:22 am
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131059
Re: [0.10.3] RoadWorks 1.06 + Soundless version
I have just started testing this mod and it is really good. I would consider removing warning message that you don't have enough of tiles to place, or just place some of them which you currently have. Also it seems to me that the amount of generated limestone is too large, I have it everywhere and I...
- Sat Aug 09, 2014 12:39 pm
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 88117
Re: FishSandwich's Factorio playthroughs
And if you have like 40 of destroyers, you can just walk through a big enemy base really quickly. (I do that plus use shotgun and have a power armor with something like five shields in it.)
- Sat Aug 09, 2014 12:01 pm
- Forum: Implemented Suggestions
- Topic: allow replacing belts with splitters
- Replies: 25
- Views: 22328
Re: allow replacing belts with splitters
also allow the opposite when you want to remove a splitter with a belt This would not be good, I sometime upgrade my belts and I definitely don't want to remove splitters by accidents. Btw. it would be really nice to have also some upgrade tool for constructing robots, which would allow you to sele...
- Sat Aug 09, 2014 9:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6][qebrow] Car wrongly placed on the map
- Replies: 1
- Views: 2795
[0.10.6][qebrow] Car wrongly placed on the map
I was able to add wrongly car to the map. I have just one car, but map displays two next to each other. It is reproducible by:
- drive your car,
- start breaking,
- exit the car before it stops.
- Fri Aug 08, 2014 10:40 am
- Forum: Pending
- Topic: [0.10.6][cube] Crash during autosaving
- Replies: 9
- Views: 8266
Re: [0.10.6] Crash during autosaving
Ok, so this seems reproducible now:
https://mega.co.nz/#!QgxWRQYJ!ufX172Blx ... uuX6Lw5vDg
Just go to menu and save the game. It should crash.
Edit: I tried to reboot and now it works. Anyway, very strange bug to me.
https://mega.co.nz/#!QgxWRQYJ!ufX172Blx ... uuX6Lw5vDg
Just go to menu and save the game. It should crash.
Edit: I tried to reboot and now it works. Anyway, very strange bug to me.
- Fri Aug 08, 2014 10:30 am
- Forum: Pending
- Topic: [0.10.6][cube] Crash during autosaving
- Replies: 9
- Views: 8266
Re: [0.10.6] Crash during autosaving
Ok, happened to me again, and I should have save close, so I will try to make understand it:
Code: Select all
terminate called after throwing an instance of 'std::runtime_error'
what(): Writing in the zip failed
Aborted (core dumped)
- Fri Aug 08, 2014 10:13 am
- Forum: Pending
- Topic: [0.10.6][cube] Crash during autosaving
- Replies: 9
- Views: 8266
Re: [0.10.6] Crash during autosaving
I don't think so, or at least I don't have any idea, how to do this. It happened to me maybe twice in a week of playing.