Search found 141 matches
- Mon Mar 03, 2014 6:59 am
- Forum: General discussion
- Topic: Biter raid behavior change?
- Replies: 8
- Views: 5083
Biter raid behavior change?
I haven't seen anything about changes to when biters will try to attack your base, but I seem to be getting raids from camps that are not being polluted. It's been happening the whole game on a new map started with 0.9.1, they just attack for (seemingly) no reason. My factory is idle as I'm busy bui...
- Mon Mar 03, 2014 3:56 am
- Forum: General discussion
- Topic: Question about red & green wires
- Replies: 15
- Views: 6882
Re: Question about red & green wires
Don't forget logic gates.
Finding a use for things gets in to the sandbox aspect. Most problems in the game are resolved simply by using brute force, increase production and force the solution down its throat. There is nothing preventing you from using more finesse.
Finding a use for things gets in to the sandbox aspect. Most problems in the game are resolved simply by using brute force, increase production and force the solution down its throat. There is nothing preventing you from using more finesse.
- Sun Mar 02, 2014 10:28 pm
- Forum: General discussion
- Topic: Question about red & green wires
- Replies: 15
- Views: 6882
Re: Question about red & green wires
Circuit networks have become mostly obsolete before you even build them. I'd say they still have a place, but wired is now more specialized. They don't need a roboport in range to function. You can have multiple wired networks within a small area, while wireless are all connected within the local r...
- Sun Mar 02, 2014 2:33 am
- Forum: Ideas and Suggestions
- Topic: Steel Furnaces
- Replies: 20
- Views: 7721
Re: Steel Furnaces
Electric furnaces need advanced circuits, which need plastic, which needs oil. They are also larger, being 3x3 instead of 2x2, so you'll likely need to rebuild your smelting layout. They use electricity (obviously) which requires you to invest in a larger power capacity. Steel furnaces are the same ...
- Sun Mar 02, 2014 2:09 am
- Forum: General discussion
- Topic: Question about red & green wires
- Replies: 15
- Views: 6882
Re: Question about red & green wires
You get circuit networks (wires) a while before you can use the logistic network. So soon that I'd consider wired networks as part of early game.
- Sun Mar 02, 2014 1:59 am
- Forum: General discussion
- Topic: How do beacons work?
- Replies: 7
- Views: 5956
Re: How do beacons work?
don't affect other beacons or anything without a module slot Last time I checked they affected steel furnaces, but this was relatively long ago, before beacons became nearly worthless except for the latest of lategames. I'll have to check that. It might be certain building types instead of only bui...
- Sun Mar 02, 2014 1:32 am
- Forum: General discussion
- Topic: Rockets or Explosive Rockets?
- Replies: 3
- Views: 6446
Re: Rockets or Explosive Rockets?
The regular rocket does not do area damage, only one target.
- Sat Mar 01, 2014 2:48 am
- Forum: Balancing
- Topic: Roboport undocking speed
- Replies: 7
- Views: 14178
Re: Roboport undocking speed
I'd like this just for aesthetic purposes.
- Sat Mar 01, 2014 2:41 am
- Forum: General discussion
- Topic: How do beacons work?
- Replies: 7
- Views: 5956
Re: How do beacons work?
Beacons give module effects to a radius, but only half the benefits. They stack with other beacons and modules already inside your machines, but don't affect other beacons or anything without a module slot (no benefit for laser turrets or inserters for example). I see them as extremely specialized s...
- Fri Feb 28, 2014 11:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Rail related crash
- Replies: 7
- Views: 3075
Re: [0.9.1] Rail related crash
Using rolling_stock_count, I can confirm that ghost building a locomotive can cause this. Looks like it leaves behind a true ghost train
- Fri Feb 28, 2014 4:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Rail related crash
- Replies: 7
- Views: 3075
Re: [0.9.1] Rail related crash
The only thing I can think of is ghost building. I'll look for the other problem area and see it there are any connections between the two spots. You can see that this isn't a typical factory setup because of something I am not using.
- Wed Feb 26, 2014 5:39 pm
- Forum: Implemented Suggestions
- Topic: Logistic network, Storage Infoscreen
- Replies: 27
- Views: 13361
Re: Logistic network, Storage Infoscreen
The same as putting the mouse over a logistic chest?
- Wed Feb 26, 2014 3:14 am
- Forum: General discussion
- Topic: Question on Gas flow…
- Replies: 19
- Views: 10690
Re: Question on Gas flow…
Chrotesque, get the hotfix https://forums.factorio.com/forum/vie ... f=3&t=2479
- Tue Feb 25, 2014 9:32 pm
- Forum: General discussion
- Topic: Question on Gas flow…
- Replies: 19
- Views: 10690
Re: Question on Gas flow…
In the first screenshot, the gas is fighting each other to reach both tanks and equalize them.
- Tue Feb 25, 2014 12:03 am
- Forum: Ideas and Suggestions
- Topic: Barrel logistics
- Replies: 11
- Views: 4803
Re: Barrel logistics
He's bringing up a specific problem to explain the purpose of needing Trains to work with the circuit network, not just asking for help solving the issue. What if I want to transport steel, gears, circuits, advanced circuits, plastics, sulfur, batteries, processing units, etc by train? Even if each ...
- Mon Feb 24, 2014 10:16 pm
- Forum: Implemented Suggestions
- Topic: Hotkey bar being actual inventory slots is weird
- Replies: 7
- Views: 3013
Re: Hotkey bar being actual inventory slots is weird
Coming from games like Minecraft, I am very uncomfortable with the control paradigm presented in Factorio, where the hotkey bar contains 10 extra inventory slots, instead of just being pointers to items in my inventory. How is it different from Minecraft? The toolbar on Minecraft is also inventory ...
- Mon Feb 24, 2014 9:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Rail related crash
- Replies: 7
- Views: 3075
[0.9.1] Rail related crash
Internal error: Carriage::moveFrontJointForward frontRail rollingStockCount != 0 Save: https://dl.dropboxusercontent.com/u/10727888/Factorio/RailCrash.zip Take the train right (west) and the game crashes. It appears to crash at a few pieces of track that can not be mined. Edit: ps. Can this save be ...
- Mon Feb 24, 2014 1:33 am
- Forum: Ideas and Suggestions
- Topic: Barrel logistics
- Replies: 11
- Views: 4803
Re: Barrel logistics
I'm not against your suggestion, but you don't have to worry about reserving space for barrels if you use separate cargo containers on a single train. This works okay for barrels right now because they have tiny stack sizes and you generally want to load and unload as many as you can, like ore and m...
- Sun Feb 23, 2014 6:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Furnace recipes display 100x time
- Replies: 6
- Views: 2333
Re: [0.9.1] Furnace recipes display 100x time
I think someone on IRC figured this out. It's 100 or 500 divided by 60, having something to do with the target framerate of the game. So, 1.67 seconds for copper and iron, 8.33 seconds for steel. Low fps hurts the production times? Even if someone could stand 15 fps, 4 times longer to produce every...
- Sat Feb 22, 2014 11:57 pm
- Forum: Balancing
- Topic: Early trains
- Replies: 36
- Views: 19235
Re: Early trains
I was thinking that the new electric trains would be all electric based. It could require more steel, accumulators, engines, and ??? (processing units?) It would not create any pollution, would recharge at train stops if it has electricity coverage (allowing essentially unlimited travel distance). D...