Search found 519 matches
- Wed Aug 27, 2014 12:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Stuck belts in special cases of belt junctions
- Replies: 27
- Views: 18634
Re: [0.9.8] iron transport bug
These are very good news!
- Wed Aug 27, 2014 10:57 am
- Forum: Wiki Talk
- Topic: Wiki Rocket Defense
- Replies: 5
- Views: 11998
Re: Wiki Rocket Defense
To be honest I can't think of any country that uses a . instead of , when talking about whole numbers. As far as I'm aware that's a universal thing and not specific to America. Why would you think that? In Austria, Germany and I think all of Europe, except UK (not sure?) our comma-separator is &quo...
- Mon Aug 25, 2014 9:23 pm
- Forum: General discussion
- Topic: Inserter heartbeats
- Replies: 11
- Views: 10545
Re: Inserter heartbeats
Hello, i don't want to sound negative, it seems you had some work with this :) 1.) I think the average-value you posted is not the real average value, your method would only work if each inserter motion cycle is exactely 5s long. Only way to get good results would be, to take one fully charged accu,...
- Tue Jul 15, 2014 1:37 pm
- Forum: Gameplay Help
- Topic: Clogged water pump?
- Replies: 10
- Views: 4881
Re: Clogged water pump?
The overground pipes after the underground pipe seems quite filled to me. And I see only 10 burners at that line, all working. Maybe you could provide the savegame so that I could have a look into it?
- Tue Jul 15, 2014 9:12 am
- Forum: Gameplay Help
- Topic: Clogged water pump?
- Replies: 10
- Views: 4881
Re: Clogged water pump?
I place one offshorepump for 10 steam engnes and 14 boilers. One pump can not deliver an infite amount of water. IF your problem was of another kind, a screenshot always helps
- Mon Jul 14, 2014 10:05 pm
- Forum: Gameplay Help
- Topic: Transport belt lane balancing
- Replies: 11
- Views: 5156
Re: Transport belt lane balancing
I meant this https://forums.factorio.com/wiki/index.php?title=Splitters/Priority I have noticed that this rule does not always apply but the prioritized input lane is afflicted by the rotation of the splitter AND if the last belt before the splitter is straight or bent. HAve the devs themselves EVE...
- Sun Jul 13, 2014 1:17 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89715
Re: [MOD 0.10.x]Smart Splitters - N-way splitting and filter
Great Mod.
I am considering to create a very compace ore- and stone and coal sorting facility with it.
I also really like to possibilities to create n:n - Splitter-configurations
I am considering to create a very compace ore- and stone and coal sorting facility with it.
I also really like to possibilities to create n:n - Splitter-configurations
- Thu Jul 10, 2014 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Extended radar range by placing them together or radar-plane
- Replies: 16
- Views: 10767
Re: Extended radar range by placing them together or radar-p
Jeah ssilk, it's written there in the wiki, but I have NEVER experienced it happen ingame after A LOT of playtime... How do you know this function is not broken?
- Thu Jul 10, 2014 11:48 am
- Forum: Ideas and Suggestions
- Topic: Extended radar range by placing them together or radar-plane
- Replies: 16
- Views: 10767
Re: Extended radar range by placing them together or radar-p
I also doubt that there is any refreshing done in the extended range after the initial scan.
- Thu Jul 10, 2014 10:44 am
- Forum: Show your Creations
- Topic: Castaway
- Replies: 3
- Views: 3617
Re: Castaway
Feel happy for finding out you spawned on an island at game start, not after 10 hours of play like I did.
- Wed Jul 09, 2014 4:56 pm
- Forum: Mods
- Topic: [0.9.x] Landfill (1.1)
- Replies: 52
- Views: 39448
Re: [0.9.x] Landfill (1.1)
Steel PickaxesRseding91 wrote:Any ideas on what it should it cost to make?
- Wed Jul 09, 2014 4:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.2][kovarex] sience packs disappear
- Replies: 23
- Views: 10297
Re: [0.10.2][kovarex] sience packs disappear
...happy to hear that.
- Tue Jul 08, 2014 10:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.2][kovarex] sience packs disappear
- Replies: 23
- Views: 10297
Re: [0.10.2][kovarex] sience packs disappear
One idea i had was to handle science packs like fuel items and science labs as "burners" Eg Science lab takes one science pack 1, uses it and gets a bar of "red science" just like a burner does with coal. As long as something (which needs red science packs) is researched, the ba...
- Mon Jul 07, 2014 8:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.2][kovarex] sience packs disappear
- Replies: 23
- Views: 10297
Re: [0.10.2] sience packs disappear
Well even it it has been designed that way, I see that as an (from the players perspective) "buggy" behaviour. Items disappearing from the gameworld without any explanation or reason never seems to be intended.
I have always been wondering, but just accepted it "because of alpha".
I have always been wondering, but just accepted it "because of alpha".
- Sun Jul 06, 2014 8:11 am
- Forum: Resolved Problems and Bugs
- Topic: [10.2] Incorrect block detection for rail signals
- Replies: 3
- Views: 2831
Re: [10.2] Incorrect block detection for rail signals
Have you tried to remove the signal in the bottom left corner of the picture? That one makes no sense for me.
- Sun Jun 22, 2014 7:43 am
- Forum: Releases
- Topic: Version 0.10.1
- Replies: 36
- Views: 38947
Re: Version 0.10.1
1.) Is it still planned to change the behaviour of the logistic robots, in that way that they take requested material from storage chests first instead of provider chests? Was hoping for it for 0.10.1 :) Short explanation for this: Now when the robots want something to build, they take it from the ...
- Fri Jun 20, 2014 10:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][slpwnd]Replay from earlier versions cause crash
- Replies: 5
- Views: 1367
Re: [0.10.1]Replay from earlier version causes Factorio to c
Replays only work with the same versions of save and installed game, even though the error message is not specific in your case ^^
- Fri Jun 20, 2014 10:27 pm
- Forum: General discussion
- Topic: speedy
- Replies: 13
- Views: 3904
Re: speedy
Speed modules don't work of course... But you can use multiple exoskeletons
- Fri Jun 20, 2014 7:32 pm
- Forum: Releases
- Topic: Version 0.10.1
- Replies: 36
- Views: 38947
Re: Version 0.10.1
My savegamesize went down from 130MB to 13MB, thx. Two questions: 1.) Is it still planned to change the behaviour of the logistic robots, in that way that they take requested material from storage chests first instead of provider chests? Was hoping for it for 0.10.1 :) 2.) I would like to have a pos...
- Fri Jun 20, 2014 9:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Massive base, fps drops, filesize triples
- Replies: 10
- Views: 6090
Re: [0.10.0] Massive base, fps drops, filesize triples
After 22 hours of play my savegame is also already 140MB big, with the uncompressed level.dat at an impressive size of 580 MB. Where will this end after another 24 hours of play? Will we end up with savegames of 1gigabyte or larger if I keep on playing? Hopefully 0.10.1 can help a litte bit.. And ye...