Search found 549 matches
- Sun May 29, 2016 12:04 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 63046
Re: Friday Facts #140 - Soon
0.13 is a private branch of a proprietary game, so it goes without saying that its developers have superior insight into release scheduling than gamers. There is every reason for us gamers to expect a somewhat buggy 0.13 release and every reason for us to rest comfortably in the belief that those bu...
- Sat May 28, 2016 2:49 am
- Forum: Videos
- Topic: Yonax plays Factorio
- Replies: 9
- Views: 2984
Re: Yonax plays Factorio
Hello Factorians, I'm not sure if I can post a link yet, since I only recently joined the forum. Let me know if I can or if i need a certain post amount. I will edit the post if I can add the link to my playlist. Thank you for your attention and watching my videos. In my experience as a semi-newbie...
- Sat May 28, 2016 2:43 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 63046
Re: Friday Facts #140 - Soon
Sweet, thanks for pointing that out DaveMcW!DaveMcW wrote:Friday Facts #138 wrote:Requester chest's requested items can be set automatically from the circuit network.
- Fri May 27, 2016 11:40 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 63046
Re: Friday Facts #140 - Soon
Forgot to mention -- it would be great if that "set filters" mode for inserters could also be used to set requester requests via the circuit-network... I guess it would have to be called something different though, "set requests" or somesuch.. Ed: now that I think about it, this ...
- Fri May 27, 2016 11:17 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 63046
Re: Friday Facts #140 - Soon
I like the new "safe rail crossing" :) Indeed, this presents the opportunity, with some engineering, to render harmless what was -- but presumably not entirely by design -- the most dangerous NPC in the game before 0.13.0! However, reverse-engineering how it works is an interesting exerci...
- Fri May 27, 2016 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 35766
Re: Removing walls above resources
Wait, there's some /other/ way to mine things?!?!mward wrote:I never mine any resources by hand
- Mon May 23, 2016 3:31 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
- Replies: 28
- Views: 32206
Re: [MOD 0.12.x] Autowire - configurable automated pole wiring
Hey, I tried this in 0.12.32 and although things mostly worked, my save eventually got corrupted somehow. The error message was something to the effect of "gui element named autowire_flow already exists." Don't really have enough confidence in my understanding of lua and/or factorio moddi...
- Mon May 23, 2016 3:22 am
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 67523
Re: Discussing the (missing?) 4th type of transport!
http://images.nationalgeographic.com/wpf/media-live/photos/000/604/cache/shipping-singapore-guariglia_60456_990x742.jpg http://ccearchitecture.weebly.com/uploads/1/3/8/5/13850400/6888834_orig.jpg http://previews.123rf.com/images/alptraum/alptraum0902/alptraum090200006/4416032-ships-in-harbor-giant-...
- Fri May 20, 2016 4:11 am
- Forum: Combinator Creations
- Topic: Resource counting with combinators
- Replies: 51
- Views: 39372
Re: Resource counting with combinators
UPS is not an issue, everything slows down at the same rate and it's undetectable inside the game. Yes, but the length of "1 tick" measured in real-world time (seconds) will change; I think that is what he was alluding to with his question. The rule "60 ticks = 1 second" is only...
- Thu May 19, 2016 10:41 am
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9311
Re: holding z should continually drop items
I ask me: When did I use Z the last time? That must be months ago. I think this is not needed. I use a chest and an inserter for this task, this is also nearly equally fast. But can a chest and an inserter do https://forums.factorio.com/download/file.php?id=10430 ? I think not*! ... *Admittedly, te...
- Thu May 19, 2016 10:11 am
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9311
Re: holding z should continually drop items
Come to think of it, the same argument could be made for grabbing a number of items by holding "f". +1 towards continually pick up when f is held This is the case already. The difference is that Z will put the item down where your cursor is (but only once), F will pick up all the items ne...
- Thu May 19, 2016 5:37 am
- Forum: General discussion
- Topic: What inspired you to buy Factorio?
- Replies: 29
- Views: 9570
Re: What inspired you to buy Factorio?
by far #1 reason: negative root made it look pretty damn interesting on youtube. #2 linux support. I have buyer's remorse about too many games I have to boot windows for -- they just wind up sitting on my hard disk unplayed. #3: Like most of my video game purchases, I acquired it "out of band&q...
- Thu May 19, 2016 5:04 am
- Forum: Ideas and Suggestions
- Topic: Idea to discuss: biter corpses leaving artifacts
- Replies: 15
- Views: 3321
Re: Idea to discuss: biter corpses leaving artifacts
In Bob's those artifacts can turn into a real pain the ... smelting facility. They wind up in chests placed by blueprints, trains, belts, you name it. Even if that's a feature and not a bug, it's nice that you can turn them off in config; I will probably do so next time I start a Bob's campaign.
- Thu May 19, 2016 4:55 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 122070
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Find an area with no roboports. Place a tile blueprint. Place a non-tile blueprint on top of it. Create a blueprint of the ghost buildings. ACK, I am aware of this recipe. But as [pre-0.12.31-blueprint-debacle Foreman 0.0.9] provided a way to construct those dual-type blueprints without racing your...
- Thu May 19, 2016 3:36 am
- Forum: Combinator Creations
- Topic: Resource counting with combinators
- Replies: 51
- Views: 39372
Re: Resource counting with combinators
Apologies for the semi-hijack but I have a technical question which seems to have become a requisite of my counter project; I suspect the folks watching this thread are as likely as anyone to know the answer. My question is: if I have a combinator-based timer, i.e., [ Const: 1 Blue ] | r | v [ Decid...
- Wed May 18, 2016 5:13 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 122070
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Hey, foreman 0.0.9 had this fantastic bug that if you had a concrete-only blueprint in-hand, and then overwrote it with a foreman blueprint, it would leave the concrete intact and superimpose the loaded blueprint onto it. It became glitchy after the whole 0.12.3x debacle, but before then it was effe...
- Tue May 17, 2016 9:57 pm
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9311
Re: holding z should continually drop items
Simple and easy idea - are there any disadvantages? Not many I can think of, functionally. But it would basically have to work like the repeat input of a text editor - press and hold, it goes once, waits a little, then starts repeating - otherwise you'll need precisely timed taps to drop single ite...
- Tue May 17, 2016 10:48 am
- Forum: Combinator Creations
- Topic: Resource counting with combinators
- Replies: 51
- Views: 39372
Re: Resource counting with combinators
Yeah, I'm not sure, myself, that I get what they are saying is going to happen... but I've only skimmed through the thread where it's proposed; it seems like the full intent is spelled out pretty clearly there but I'd probably need to sit and scratch my head longer than I have to fully grasp it. Wi...
- Mon May 16, 2016 3:33 am
- Forum: Combinator Creations
- Topic: Resource counting with combinators
- Replies: 51
- Views: 39372
Re: Resource counting with combinators
Anyone got an idea for how to output a single tick of output when a signal goes from 0->1, and stay quiet until we go back to zero and then back to one, again, with a single combinator? Then I can eliminate a whole row of combinators. But, otherwise, I plan just use OP's two-combinator design and d...
- Mon May 16, 2016 3:01 am
- Forum: Combinator Creations
- Topic: Resource counting with combinators
- Replies: 51
- Views: 39372
Re: Resource counting with combinators
This is not going to work anymore (in 0.13): https://forums.factorio.com/download/file.php?id=11225 Indeed, it is announced that this behaviour will be changed in 0.13, but this doesn't mean new behaviour will be inapplicable... Personally, I will talk about combinators in 0.13 only after playing w...