Search found 141 matches

by syneris
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...
by syneris
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.
by syneris
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...
by syneris
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 ...
by syneris
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.
by syneris
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...
by syneris
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.
by syneris
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.
by syneris
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...
by syneris
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 ;)
by syneris
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.
by syneris
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?
by syneris
Wed Feb 26, 2014 3:14 am
Forum: General discussion
Topic: Question on Gas flow…
Replies: 19
Views: 10690

Re: Question on Gas flow…

by syneris
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.
by syneris
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 ...
by syneris
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 ...
by syneris
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 ...
by syneris
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...
by syneris
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...
by syneris
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...

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