Search found 34 matches

by transportman
Sun Apr 24, 2016 3:43 pm
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 68
Views: 36948

Re: Friday Facts #134 - Signal placement indicator

The indication of possible (and sensible) spots for the signals is great though I'd still appreciate being able to build them even on the 'illegal' spots. I use this to make branches of my train network only I can access in manual mode therefore I can be sure there's never going to be a train in th...
by transportman
Sun Mar 20, 2016 3:45 pm
Forum: News
Topic: Friday Facts #130 - Steam release side effects
Replies: 30
Views: 43760

Re: Friday Facts #130 - Steam release side effects

I remember when I played the campaign (which is some time ago, so maybe things have changed in the mean time), no real info was given on how to build the train system, and only later figuring out in free play how it should work. I think tutorials should be part of the base game, giving them the inf...
by transportman
Sat Mar 19, 2016 7:30 am
Forum: News
Topic: Friday Facts #130 - Steam release side effects
Replies: 30
Views: 43760

Re: Friday Facts #130 - Steam release side effects

So as we all know, when you first go head to head with the train system in factorio, normally the train comes out on top. The whole process from placing rail, plopping down locomotives and setting your first stations can overwhelm many players. It gets even worse when the player starts to play with...
by transportman
Sun Mar 06, 2016 9:20 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 205036

Re: Friday Facts #128 - Back down to earth

I like the new tech tree, really makes it clear where things are going. Does remind me of the Civ tech tree, although that one is horizontal and just keeps on going over the whole tree instead of just the selected part.
by transportman
Sat Jan 16, 2016 6:50 pm
Forum: News
Topic: Friday Facts #121 - Path Finder Optimisation II
Replies: 33
Views: 36772

Re: Friday Facts #121 - Path Finder Optimisation II

If the cache has no more room for another path, we use the difficulty-to-compute information to decide which path to remove from the cache in order to make more room. Do you also consider how often a path is used and when a path has last been used? Just to remove unused paths from the cache, instea...
by transportman
Fri Nov 27, 2015 8:11 pm
Forum: News
Topic: Friday Facts #114 - Better train conditions
Replies: 77
Views: 54607

Re: Friday Facts #114 - Better train conditions

What I still miss in the train schedule window is an easy way to change the order of stations. Is something planned for that?
by transportman
Sat Nov 07, 2015 9:19 am
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 64336

Re: Friday Facts #111 - Long term plans

I honestly don't think we need a tech tree, it's just a graphical improvment. I'm not really sure what turret extensions mean, but turrets are already so strong that it doesn't really matter, the aliens aren't really a problem even on extreme difficulty. Then again, the next item is to revist fight...
by transportman
Sun Nov 01, 2015 2:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97385

Re: [MOD 0.12.x] Smarter Circuitry

I tried to load a game, but I get the following error: [code]Unknown key:"Error while running the on_load: __actuator__/control.lua:37: attempt to index local 'pos' (a nil value)"[/code] Is there an easy way to fix the mod so that I can load my game without having to lose the circuitry I ...
by transportman
Sat Oct 17, 2015 7:22 am
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 50828

Re: Friday Facts #108 - Unexpected Features

Looks good, just one comment that I would like to make with the breaking of mods. Once you have released on Steam, you should either reduce the number of compatibility breaks or have a system that automatically grabs updated versions for the mod. Currently it is a lot of hassle to start Factorio aft...
by transportman
Fri Sep 18, 2015 6:38 pm
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 47518

Re: Friday Facts #104 - Deadlines ahead

I'm not really thrilled about the new technology icons, on first look I found a lot of them not clear as what they are for. Maybe it becomes a bit clearer when all icons are done, but I don't know how they will look if they are made smaller (current game size). Those problems might fall away with th...
by transportman
Sat Apr 11, 2015 7:07 am
Forum: News
Topic: Friday Facts #81 - Chain signals
Replies: 43
Views: 42949

Re: Friday Facts #81 Chain signals

Looks interesting, just two questions regarding the chain signals: Lets say I have 2 tracks that merge into one track, what will be the behavior in the following cases: Both incoming signals are chain signals. Will it behave just like the normal signals, with the added function that the next signal ...
by transportman
Sun Jan 18, 2015 11:54 am
Forum: Resolved Problems and Bugs
Topic: [0.11.12] Crash on placing wagon, crash on hovering wagon
Replies: 26
Views: 8900

Re: [0.11.12] Crash on placing wagon in tight spot

Demonstration. try throwing all the trains into a box, than place them one at a time, so no other stays in your hand when the first one is placed ... i suspect just the hover to be the problem ... Not sure, I had the freeze when just selecting the wagon, but a while later (after reload) I could pla...
by transportman
Sat Jan 17, 2015 6:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.12] [kovarex] Mysterious Stripes in game
Replies: 7
Views: 2536

Re: 11.12. Mysterious Stripes in game

I also had them earlier today (same version), but instead of horizontal, it was a vertical stripe that disappeared after moving. It was just once, one single column, not really disturbing. It also was after closing the map, so maybe something is not going completely fine there.
by transportman
Sat Jan 17, 2015 12:03 pm
Forum: Releases
Topic: Version 0.11.12
Replies: 58
Views: 57481

Re: Version 0.11.12

I'm also getting the carriage bug, however, I am unable to place a carriage at all, But this may be becasue I have more than 1 in my inventory, i.e. when I place one the other becomes immediately available and overlaps the one I just placed, causing it to cash :( For me it just the game froze compl...
by transportman
Wed Oct 29, 2014 4:38 pm
Forum: Ideas and Suggestions
Topic: Allow non-owners to play with owner over lan
Replies: 13
Views: 8637

Re: Allow non-owners to play with owner over lan

I've personally been to 50+ lan parties and piracy is the norm, if not near mandatory. Getting a group of between 10-30 people to all buy any 1 game is nigh impossible, especially considering most lan parties I've been to are not 1 game affairs but instead a few hours of this game then that and the...
by transportman
Wed Oct 15, 2014 4:28 pm
Forum: Gameplay Help
Topic: split liquid evenly into two pipes
Replies: 10
Views: 25167

Re: split liquid evenly into two pipes

Is there a problem with using wood planks as the fuel? I would recommend using the shortest burning fuel possible, so that the distribution is smoother, instead of being pulsed. Quite the contraption :P, but nice work. I guess you could use any fuel, but where do you want to get a (semi-)constant f...
by transportman
Sat Sep 13, 2014 9:33 am
Forum: Resolved Problems and Bugs
Topic: [0.10.10] Can't enter vehicles anymore
Replies: 11
Views: 5601

Re: [0.10.10] Can't enter vehicles anymore

This is really random, and has the same cause as the non working number hotkeys, it is just a simple (but annoying bug) that we will have to fix soon. It indeed is random, just loaded a game and it worked fine, restarted Factorio and it didn't work anymore. @transportman Do your Quickbar Keys work ...
by transportman
Sat Sep 13, 2014 6:02 am
Forum: Resolved Problems and Bugs
Topic: [0.10.10] Can't enter vehicles anymore
Replies: 11
Views: 5601

Re: [0.10.10] Can't enter vehicles anymore

I'm running Windows 8.1 64 bit, with Factorio also 64 bit.
by transportman
Fri Sep 12, 2014 6:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.10] Can't enter vehicles anymore
Replies: 11
Views: 5601

Re: [0.10.10] Can't enter vehicles anymore

It's not the key that is changed. Binding another key works, I can then enter the vehicle normally, but the Enter key is not working for that anymore on my system. Binding Enter to another action does work as expected, but for the Enter/leave vehicle action it doesn't work.
by transportman
Fri Sep 12, 2014 5:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.10] Can't enter vehicles anymore
Replies: 11
Views: 5601

[0.10.10] Can't enter vehicles anymore

In 0.10.10 I can't enter vehicles anymore, while it worked fine in 0.10.9. I have the problem with both trains and cars.

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