Search found 1099 matches
- Wed May 28, 2014 11:16 am
- Forum: Balancing
- Topic: Map generator: Spread out enemy bases and resources more
- Replies: 14
- Views: 24182
Re: Map generator: Spread out enemy bases and resources more
I completely agree. Maybe we even need a few different map generators (or map generator variants) to allow for different types of maps (like, for example, in Civ games you have continents, pangaea, archipelago, or even mod-defined map scripts with different resource distribution etc.) One thing I wo...
- Tue May 27, 2014 10:32 pm
- Forum: Gameplay Help
- Topic: Bots disappearing
- Replies: 2
- Views: 2166
Re: Bots disappearing
They probably can't find a roboport to charge in time as the current ones are too busy. This has been discussed before, see here for example: https://forums.factorio.com/forum/viewtopic.php?f=5&t=3422 or use the search. As you can see, it has been suggested that future versions will have better ...
- Tue May 27, 2014 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Linux w Intel GPU][cube] Most of the graphics missing
- Replies: 73
- Views: 49527
Re: [Linux w Intel GPU] Most of the graphics missing
Don't know if this helps or only infuriates, but the game runs fine (if a bit slow) on my Linux with Intel GPU. I'm running Debian testing, kernel version 3.14.4. My computer is a Dell Latitude E5430 laptop, with i5 Ivy Bridge processor and Intel HD4000 gpu. lspci -v: 00:02.0 VGA compatible controll...
- Tue May 27, 2014 11:01 am
- Forum: Gameplay Help
- Topic: Fueling trains with different lengths
- Replies: 10
- Views: 5076
Re: Fueling trains with different lengths
I always thought those "double-headed" trains are a bit cheating :P But how about this - have another "fake" station _after_ the real one, then have a station facing the "wrong" way at the same place the real one is, for fueling the rear locomotive? That is - A B o o ==...
- Mon May 26, 2014 4:44 pm
- Forum: Show your Creations
- Topic: More about trains
- Replies: 6
- Views: 7438
Re: More about trains
that's exactly why we need pre-signals. come on, devs. don't wait with this until after the multiplayer! +1. Although I think this is more of a Path signal (https://wiki.openttd.org/Signals#Path_signals) Looks like you need to train in using trains :) I recommend OpenTTD There are simple cases that...
- Fri May 23, 2014 10:26 pm
- Forum: Gameplay Help
- Topic: Train Signals making me go crazy
- Replies: 9
- Views: 21145
Re: Train Signals making me go crazy
Ah, I see. My screen is probably not wide enough. Still, in some places I see the images are closed in a box (with a + to open them) that have scroll bars. I wonder how it's done. I'm sorry I confuse you with talking about blocks, but this is the way the game refers to them, and I do think it is the...
- Fri May 23, 2014 6:54 pm
- Forum: Gameplay Help
- Topic: Train Signals making me go crazy
- Replies: 9
- Views: 21145
Re: Train Signals making me go crazy
Oh, and of course - I made the "waiting platforms" short for demonstration purposes. You will have to make them at least as long as your longest train.
- Fri May 23, 2014 6:49 pm
- Forum: Gameplay Help
- Topic: Train Signals making me go crazy
- Replies: 9
- Views: 21145
Re: Train Signals making me go crazy
Reading your post again, if I understand correctly you want to have "waiting platforms" for trains, if the stop (station) is taken. Take a look at this setup: http://i.imgur.com/tXIg89F.jpg There are 4 "waiting platforms", each with a signal entering it and exiting it. The signal...
- Fri May 23, 2014 11:37 am
- Forum: Gameplay Help
- Topic: Train Signals making me go crazy
- Replies: 9
- Views: 21145
Re: Train Signals making me go crazy
I put some colors on your image to maybe help explain: Each segment has a different color, and only one train can be on one segment at a time. http://i.imgur.com/wSu0qll.png As you can see, the train on the left can only enter the purple section, but the other train is already there, so it must stop...
- Tue May 20, 2014 5:34 pm
- Forum: Gameplay Help
- Topic: Requester boxes for robots to build out of
- Replies: 7
- Views: 3002
Re: Requester boxes for robots to build out of
Constructions robots will only pick items from storage or provider chests, as far as I'm aware.
You can use an inserter to move the items from the requester chest to a provider chest. maybe use a smart inserters and a few different chests to have only a few of each items available at a time.
You can use an inserter to move the items from the requester chest to a provider chest. maybe use a smart inserters and a few different chests to have only a few of each items available at a time.
- Tue May 20, 2014 3:53 pm
- Forum: Energy Production
- Topic: Handling Gigantic Energy Peaks
- Replies: 14
- Views: 55662
Re: Handling Gigantic Energy Peaks
Evidently they are useful for what ssilk just described :) Another use is to allow oil processing only of overflow. Say you want to always have 2 tanks filled with light oil, and only crack the remaining into petroleum - place a pump between the refinery output and the tanks, and connect the crackin...
- Tue May 20, 2014 3:46 pm
- Forum: Energy Production
- Topic: Handling Gigantic Energy Peaks
- Replies: 14
- Views: 55662
Re: Handling Gigantic Energy Peaks
But we have now the tanks and pumps... do you know, that the pump works only, if it is powered? If the pump is off, nothing flows through it. Nice. ^^ Really? From the wiki I assumed when it is not powered it acts like a one-way valve, not completely blocking. Anyway - nice trick :) I do prefer jus...
- Tue May 13, 2014 3:55 am
- Forum: General discussion
- Topic: 20k sells
- Replies: 20
- Views: 8888
Re: 20k sells
It's right there on the front page. I guess It's easy to miss
"So far 20723 people have bought the game.". But it will probably be more in a while. look for yourself
"So far 20723 people have bought the game.". But it will probably be more in a while. look for yourself
- Mon May 12, 2014 10:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8.8] Biter AI freezes up
- Replies: 8
- Views: 5311
Re: [0.8.8] Biter AI freezes up
Just wanted to add that I see this problem in 0.9.8 too.
Large groups of biters just freezing, doing nothing, then after a while (maybe other biters die? I'm not sure) they unfreeze and start attacking.
Large groups of biters just freezing, doing nothing, then after a while (maybe other biters die? I'm not sure) they unfreeze and start attacking.
- Sat May 10, 2014 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Biter repelling building?
- Replies: 3
- Views: 1742
Biter repelling building?
First of all, I would like to apologize if this has been suggested before. The only thing I could find is here: https://forums.factorio.com/forum/viewtopic.php?f=6&t=3165#p23318 (the second paragraph), but it seems that beyond Drury's suggestion the idea isn't discussed in this thread. The outli...
- Wed May 07, 2014 11:07 pm
- Forum: General discussion
- Topic: massive biter base clearing
- Replies: 11
- Views: 8850
Re: massive biter base clearing
My preferred strategy so far - take lots of distractor capsules with you (~50 should do the job, but I like to have 100+ on me, just in case). Get close to the base, but not too close to attract the biters' attention. When the maximum range of your capsules is about half the distance between you and...
- Wed May 07, 2014 8:08 am
- Forum: General discussion
- Topic: Robots are stupid ? They dying en mass.
- Replies: 10
- Views: 5322
Re: Robots are stupid ? They dying en mass.
I don't think the robots are being stupid, or that the charging mechanic is fundamentally flawed. It makes sense that only a few robots may be charged by a single roboport at a time. I assume the problem is charging throughput - you have all your robots at the same place, all needing recharge. They ...
- Sun May 04, 2014 12:43 pm
- Forum: General discussion
- Topic: Long-term radar behavior
- Replies: 4
- Views: 21038
Re: Long-term radar behavior
Thank you for your answer. It is the rescanning that I'm asking about. The wiki article says "The radar is used to continually scan sectors", but indeed afterwards the wording is unclear as to whether old chunks get re-scanned. I would love to see the radar re-scanning old chunks once it f...
- Sun May 04, 2014 11:35 am
- Forum: General discussion
- Topic: Long-term radar behavior
- Replies: 4
- Views: 21038
Long-term radar behavior
Hello everyone. First of all I would like to thank the developers for the great game that Factorio is. I'm enjoying it immensely ever since I purchased it. I have a question about the long-term behavior of the Radar - as I understand it, the Radar has a limited range which it scans, going "sect...