The new running animation looks better than the old one, not really realistic, but better
But I noticed that since the camera's viewpoint is fixed on some moving part of the (left-right bobbing) animation, when running the whole scene on the screen vibrates and becomes blurry
Search found 519 matches
- Thu Dec 04, 2014 5:24 pm
- Forum: Releases
- Topic: Version 0.11.4
- Replies: 23
- Views: 37002
- Wed Nov 26, 2014 4:21 pm
- Forum: General discussion
- Topic: Size of banners in signatures on this forum
- Replies: 14
- Views: 7049
Re: Size of banners in signatures on this forum
Well, big thumbs up. Even 50px height can be very annoying, if a person writes multiple times in a thread and the signature consists of screaming colours ^^.
- Tue Nov 25, 2014 11:35 am
- Forum: Gameplay Help
- Topic: Power Problems
- Replies: 6
- Views: 3245
Re: Power Problems
Build more steam engines . Main source for pollution are NOT the boilers for the steam engines, but miners, assemblers, refineries, chem plants, furnaces. But the only thing that really helps: Destroy nearby enemy bases that are within area of pollution. You say you have a large bank of accus, are ...
- Sun Nov 23, 2014 9:04 pm
- Forum: General discussion
- Topic: How big is/are your logistic network(s)?
- Replies: 9
- Views: 3782
Re: How big is/are your logistic network(s)?
1300 roboports at the moment But the area, where logistic chests are placed, is within 2-3 screens As you say, long distances would cause too much delay
Be sure to have all researches done, regarding robots flying speed etc.
Be sure to have all researches done, regarding robots flying speed etc.
- Sun Nov 23, 2014 9:01 pm
- Forum: General discussion
- Topic: Challenge Idea: The 1000-Of-Everything-Factory!
- Replies: 15
- Views: 5544
Re: Challenge Idea: The 1000-Of-Everything-Factory!
Well after 42h gameplay (with A LOT of just messing around) I am stockpiling nearly 13.000 artifacts (so 100 rocket defences already possible). So If someone really wants 100k artifacts it should be a matter of 5-10 hours collecting. Screenshot 2014-11-23 22.08.20.jpg The roboports would be really n...
- Sat Nov 22, 2014 9:08 am
- Forum: General discussion
- Topic: Long distance transport
- Replies: 31
- Views: 17918
Re: Long distance transport
It must be clearly said, that this depends on the map you're playing. Best example against is a map like this: https://forums.factorio.com/forum/viewtopic.php?f=8&t=6828 You can use fast belts, but if you have a lack of iron this is a really bad idea. A train is here the only alternative you ha...
- Fri Nov 21, 2014 5:28 pm
- Forum: Show your Creations
- Topic: Proper belt rebalancer
- Replies: 4
- Views: 5926
Re: Proper belt rebalancer
...or you just use faster corner belts and one faster belt at the merging point. (express in that case)
- Fri Nov 21, 2014 8:52 am
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 19647
Re: Faster Belt Corners
Thanks for the feedback.
- Thu Nov 20, 2014 7:34 pm
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 19647
Re: Faster Belt Corners
Yes I remember, that he said something about optimizations on belts. Roadmap first post: https://forums.factorio.com/forum/viewtopic.php?f=3&t=678&p=4516&hilit=belts+optimizations#p4516 ... Factorio 0.11 (31. October 2014) ... Optimization of the game simulation (mainly transport belts a...
- Thu Nov 20, 2014 5:35 pm
- Forum: General discussion
- Topic: Long distance transport
- Replies: 31
- Views: 17918
Re: Long distance transport
Als long as belts don't have any maintenance costs such as needing electricity, definitely take belts. The slow ones. if you need more, just use two belts parallel. Trains need fuel, complicated loading/unloading areas, schedules, more space. For oil just take pipes, don't even bother with barreling...
- Mon Nov 17, 2014 8:34 pm
- Forum: Gameplay Help
- Topic: Construction Robots not doing repairs
- Replies: 11
- Views: 12739
Re: Construction Robots not doing repairs
Just place the handcrafted repairpacks in a storage chest and check if all the bots repair damaged objects now immediately. (They should take the repairpacks from the logistic storage when something has to be repaired)
- Mon Nov 17, 2014 8:25 pm
- Forum: Gameplay Help
- Topic: Construction Robots not doing repairs
- Replies: 11
- Views: 12739
Re: Construction Robots not doing repairs
Have you tried putting the repairpacks in eg a nearby storage- or provider-chest? I think Robots will only use repairpacks stored in a roboport if the robots are exactely there waiting, when getting the repairorder. If they find no other repair packs in the logistic network (provider- or storage-che...
- Sun Nov 16, 2014 7:57 pm
- Forum: Pending
- Topic: [0.11.3] log bots not filling request
- Replies: 6
- Views: 4392
Re: [0.11.3] log bots not filling request
I experienced something similar with construction robots. I have A LOT of workorders open (trees marked for harvesting), a lot of construction bots ideling in the roboport. Then after some time (even one minute and more) they start to come out in small waves. Is that some kind of internal limiting o...
- Sun Nov 16, 2014 9:30 am
- Forum: Gameplay Help
- Topic: Change Blueprint ghosts lifetime
- Replies: 14
- Views: 14288
Re: Change Blueprint ghosts lifetime
Repairing wall segments from occasional attacks never was the problem, the defences are strong enough to never let something be destroyed at all. The problems always occured when i tried to expand my territory. So I would always have to take the material (the roboports, the power lines, the contruct...
- Sat Nov 15, 2014 10:15 pm
- Forum: Gameplay Help
- Topic: Change Blueprint ghosts lifetime
- Replies: 14
- Views: 14288
Re: Change Blueprint ghosts lifetime
Too much micro-management for a game with such a focus on automationn9103 wrote:Well, for a simple application like that, just plop a few storage chests down in the different quadrants with a bunch of walls and repair packs. :p
- Sat Nov 15, 2014 9:58 pm
- Forum: Gameplay Help
- Topic: Change Blueprint ghosts lifetime
- Replies: 14
- Views: 14288
Re: Change Blueprint ghosts lifetime
Well, actually I use very few logistic robots in a very small space, my mainbase. But I try to cover as much space with roboports so that my construction robots can repair my walls and I have space for my solar fields and accumulators. Just to give you a little impression of the current empire :) Ea...
- Sat Nov 15, 2014 9:20 pm
- Forum: Gameplay Help
- Topic: Change Blueprint ghosts lifetime
- Replies: 14
- Views: 14288
Re: Change Blueprint ghosts lifetime
Thanks a lot!
- Sat Nov 15, 2014 8:55 pm
- Forum: Gameplay Help
- Topic: Change Blueprint ghosts lifetime
- Replies: 14
- Views: 14288
Change Blueprint ghosts lifetime
I need to change the lifetime of the blueprint ghosts. My map is already HUGE, and the blueprint ghost buildings don't live long enough, even if the material is in stock and the robots start immediately.
Is there some sort of command-line-Command? Can I change it somewhere else?
Is there some sort of command-line-Command? Can I change it somewhere else?
- Sat Nov 15, 2014 8:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Crash when entering vehicle
- Replies: 2
- Views: 1133
Re: [0.11.1] Crash when entering vehicle
0.11.3 is the most actual version, does the error occur there too?
- Fri Nov 14, 2014 7:02 pm
- Forum: Releases
- Topic: Version 0.11.3
- Replies: 48
- Views: 53926
Re: Version 0.11.3
Thanks for this really quick fix on the Roboports