Search found 187 matches
- Sat Jan 06, 2018 11:46 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 350571
Re: Friday Facts #224 - Bots versus belts
Just out of interest how would a legacy build work on Steam? Is it possible? At the moment I cant even stop Steam from updating my games. I am starting to think I have made a bad decision in migrating my Factorio copy onto steam.
- Fri Jan 05, 2018 7:40 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 350571
Re: Friday Facts #224 - Bots versus belts
I personally tend to avoid bots for large scale factories, but I find them extremely useful as well. I use them for the delivery of tricky goods, that would need crazy complex belts, like fueling trains, fueling nuclears and so on. I think I would miss them, if they were removed completely, but even...
- Sat Dec 30, 2017 7:33 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 45257
Re: Friday Facts #223 - Reflections on 2017
I don't think I have seen a release this widely disliked. This is an overstatement. Sure, even I have voiced some opinions on the removal of the belt compression( i actually prefer the other fluid handling changes) , but compared to other games, Factorio still grows from strength to strength. In 25...
- Fri Dec 22, 2017 9:32 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 59378
Re: Friday Facts #221 - 0.16 is out
Its not just sideloading though, belt balancers let through gaps as well. before the update, if you had stack on one side of the belt balancer, it would balance the load and compress. Now the behaviour is erratic, and full of gaps. You have to massively flood the whole system with resources to actua...
- Mon Dec 18, 2017 1:39 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 59378
Re: Friday Facts #221 - 0.16 is out
I'd just like to say that belt compression bothers me not at all. I may be the only person with this opinion on the planet but there you go. I'd hate to see UPS performance degrade if steps were taken to bring compression back. Sorry World.. http://media.moddb.com/images/groups/1/3/2055/HeresyStamp...
- Sat Dec 16, 2017 1:09 pm
- Forum: Duplicates
- Topic: [16.3] Crash on save load on: "ElectricSubNetwork::getDemand" AGAIN
- Replies: 6
- Views: 2072
Re: [16.3] Crash on save load on: "ElectricSubNetwork::getDemand" AGAIN
In 0.16.4 game loads again, seems fixed. Thanks !
- Sat Dec 16, 2017 12:00 pm
- Forum: Duplicates
- Topic: [16.3] Crash on save load on: "ElectricSubNetwork::getDemand" AGAIN
- Replies: 6
- Views: 2072
Re: [16.3] Crash on save load on: "ElectricSubNetwork::getDemand" AGAIN
Sorry I didn't specify last night, this was under 0.16.3
- Fri Dec 15, 2017 10:56 pm
- Forum: Duplicates
- Topic: [16.3] Crash on save load on: "ElectricSubNetwork::getDemand" AGAIN
- Replies: 6
- Views: 2072
[16.3] Crash on save load on: "ElectricSubNetwork::getDemand" AGAIN
I have experienced my first crash in Factorio since 2014.
Game Version 0.16, new game started in 0.16, No mods.
Including crash report and save file.
Game crashes when loading the save, every time. Do not know anything more specific.
Game Version 0.16, new game started in 0.16, No mods.
Including crash report and save file.
Game crashes when loading the save, every time. Do not know anything more specific.
- Fri Dec 15, 2017 9:50 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 59378
Re: Friday Facts #221 - 0.16 is out
+1 for inserters and side loading to compress belts.
With underground belt compressing out of the picture, this leaves us with just splitter compressing, which can be convoluted at times.
PS: not a big fan of that concrete texture. A minor issue. Everything else looks awesome.
With underground belt compressing out of the picture, this leaves us with just splitter compressing, which can be convoluted at times.
PS: not a big fan of that concrete texture. A minor issue. Everything else looks awesome.
- Wed Dec 13, 2017 5:22 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 110634
Re: Version 0.16.0
Is it just me or does it seem strange you do not need an artillery turret to build an artillery wagon? I still don't see any advantage whatsoever to this being on a wagon instead of static =/ just seems like a pain that if you want one permanently planted in an outpost it still needs to be on rails...
- Wed Dec 13, 2017 4:27 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 110634
Re: Version 0.16.0
Ha, thats one way to make artillery shells expensive.... They do not stack
You will need several wagons of them to lay a proper siege.
PS: I was driving around my base an suddenly WTF, Solar? love the graphic overhaul. Its notable on practically everything.
You will need several wagons of them to lay a proper siege.
PS: I was driving around my base an suddenly WTF, Solar? love the graphic overhaul. Its notable on practically everything.
- Wed Dec 13, 2017 4:09 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 110634
Re: Version 0.16.0
Wow, sounds great! Features Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible. I'm not following what is trying to be said here. Anyone following? I think this is when you have an assemble...
- Wed Dec 13, 2017 3:52 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 110634
Re: Version 0.16.0
Wow, sounds great! Features Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible. I'm not following what is trying to be said here. Anyone following? I think this is when you have an assemble...
- Wed Dec 13, 2017 3:45 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 110634
Re: Version 0.16.0
cbhj1 wrote:found a treat not listed in the notes, nuclear fuel for cars/tanks/trains 1.21GJ 250% acceleration
- Mon Dec 11, 2017 3:16 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 78342
Re: Friday Facts #220 - The best Friday Facts ever
the friday facts did.... It said Firing at the biters from far away isn't all consequence free , as they will come running to your train... which means that one should be careful when using the artillery gun because it attracts massive attention from biter nests and sends aggressive swarms running ...
- Sun Dec 10, 2017 10:54 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 78342
Re: Friday Facts #220 - The best Friday Facts ever
"With great power comes great responsibility." With those artillery trains, would you add giant worms that usually cannot be removed using any tower weapon? This would create No-Go-Areas during the early-mid-game where you cannot clean up the map but instead have to build defenses around ...
- Sun Dec 10, 2017 8:21 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 78342
Re: Friday Facts #220 - The best Friday Facts ever
One question: what happens if I have 3 artillery wagons and order 1 strike? Are 3 shells sent to the location? Or does only 1 wagon respond? From the behaviour seen on the map, I would guess only one responds. When the train pulled into the station, all arties start firing, but they never send 2 sh...
- Sat Dec 09, 2017 7:26 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 78342
Re: Friday Facts #220 - The best Friday Facts ever
It looks to me that the train has got 3 artillery wagons, as the volley shots originate from different places on the map.stretch611 wrote: It also appears that the shots are fired in volleys of 3 rounds. Is that the case, or are there multiple artillery units on the trains that pull in to the station?
- Sat Dec 09, 2017 2:20 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 78342
- Thu Dec 07, 2017 2:12 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 86349
Re: Friday Facts #219 - Cliffs
... especially since cliffs can be removed. This is what I wanted to hear! Finally, in Factorio nothing should stand in the way of automation, so if you don't like cliffs, you can always blow them up using a new mid-game item called "Cliff explosives". that is quite obvious from the main ...