Search found 1413 matches: gate
Searched query: gate
- Tue Dec 17, 2024 9:51 pm
- Forum: Ideas and Suggestions
- Topic: New PVP suggestion
- Replies: 0
- Views: 18
New PVP suggestion
... would take much longer and there is a risk of not having enough fuel and you risk losing everything en-route! 2. through a wormhole much like Stargate, this would require massive amounts of research and a high cost to open each time, gate only stays open for a short duration and additional resources ...
- Tue Dec 17, 2024 8:42 am
- Forum: 1 / 0 magic
- Topic: [Rseding91] [2.0.24] Crash loading save, no stacktrace
- Replies: 10
- Views: 302
Re: [Rseding91] [2.0.24] Crash loading save, no stacktrace
... Gate,HeatInterface,HighlightBoxEntity,InfinityContainer,InfinityPipe,ItemRequestProxy,OffshorePump,ParticleSource,PowerSwitch,Projectile,Pump,Radar,ProgrammableSpeaker,RocketSilo,RocketSiloRocket,CargoPod,SmokeWithTrigger,SpeechBubble,Sticker,Turret,AsteroidCollector,Asteroid,Thruster,SpiderUnit,Unit>::update+0x90 ...
- Sun Dec 08, 2024 1:20 am
- Forum: Ideas and Suggestions
- Topic: Rocket upgrades as a balance of cargo/launch limits?
- Replies: 0
- Views: 90
Rocket upgrades as a balance of cargo/launch limits?
... if you send up a nuclear reactor vs solar panels. So having the size of the buildings be limited to one or two research trees might also "gate" the gameplay in a reasonable and focused direction (like the other research does, options, but also limits)?
- Sat Dec 07, 2024 12:07 pm
- Forum: Yuoki Industries
- Topic: Suggestions for integrating YI with Space Age
- Replies: 0
- Views: 127
Suggestions for integrating YI with Space Age
... recipe using Organic Compost, Liquid Unicomp, Nutrients, Industrial Vugar and copper or iron ore. Alternatively they could be a Trade Node/Laika Gate recipe in exchange for packages involving PT-ishys, Smoked Ji-Ribu-s or Nature Signs along with the normal Merchant Sign toxicity. The variety ...
- Sat Nov 30, 2024 6:23 pm
- Forum: General discussion
- Topic: $50 DLC and no sale is disappointing
- Replies: 26
- Views: 3735
Re: $50 DLC and no sale is disappointing
And Factorio is certainly NOT more expensive than Baldur's Gate 1 not sure what you mean here; I guess you mean the original price? not even sure what that was. BG1:EE is ~$26 CAD (even less on GoG) on sale for ~$8 CAD. that includes the original expansion ...
- Sat Nov 30, 2024 12:35 pm
- Forum: General discussion
- Topic: $50 DLC and no sale is disappointing
- Replies: 26
- Views: 3735
Re: $50 DLC and no sale is disappointing
... (Which doesn't mean companies selling legal media aren't able to thrive at all !) (And Factorio is certainly NOT more expensive than Baldur's Gate 1, and while base game + expansion is more expensive than BG3, at least you have more opportunity to try the first «half» before you commit to ...
- Sat Nov 30, 2024 2:39 am
- Forum: General discussion
- Topic: $50 DLC and no sale is disappointing
- Replies: 26
- Views: 3735
Re: $50 DLC and no sale is disappointing
... Shopt also asserted I somehow was incapable of conceiving of what I was getting in return for the price. This game is more expensive than baldurs gate and Stalker 2. Not only then he goes on to mischaracterise my “fairness” remark which was based on the devs reasoning for not doing discounts “unfair ...
- Fri Nov 29, 2024 11:27 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 7475
Re: Quality Gating is flawed
... 10% of 10% of 8%... 0.008% come on, it's like a miracle, and if someone try to farm it it would cost him TONS of resources. there is no reason to gate legendary and epic quality. What limit it should be the resource you want to invest in it. First I think you are thinking of quality the wrong ...
- Fri Nov 29, 2024 9:47 pm
- Forum: Gameplay Help
- Topic: Can't place gates on railroad
- Replies: 2
- Views: 211
Can't place gates on railroad
Hi. I just starting playing Factorio and I'm learning quickly. I'm having a problem placing gates on railroad tracks though. The rail is not diagonal, just straight up and down. I've crafted 2 gates. When I select the gate in my inventory and hover over the tracks though, ...
- Fri Nov 29, 2024 9:46 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 7475
Re: Quality Gating is flawed
... 10% of 10% of 8%... 0.008% come on, it's like a miracle, and if someone try to farm it it would cost him TONS of resources. there is no reason to gate legendary and epic quality. What limit it should be the resource you want to invest in it.
- Thu Nov 28, 2024 9:00 pm
- Forum: Ideas and Suggestions
- Topic: Add 2 outputs to Decider Combinator
- Replies: 25
- Views: 1740
Re: Add 2 outputs to Decider Combinator
My general thoughts after reading some of the comments: I don't consider this to be a "let's start blowing out the combinators to do all sorts of things" idea. While I would absolutely love the idea of a one-combinator Latch, I agree with the decision to not include it, and make us build ...
- Wed Nov 27, 2024 1:34 pm
- Forum: General discussion
- Topic: Feedback on Space Age's overall design
- Replies: 16
- Views: 1700
Feedback on Space Age's overall design
... touched it. You'd think it'd be a bigger part of the game, but it can't be because it would take away reasons to go to the planets. Annoyingly it gates certain tech (Kovarex enrichment, requester chests) that I'd like to have before launching a rocket, and it's not the gate for things it logically ...
- Mon Nov 25, 2024 1:51 am
- Forum: Not a bug
- Topic: [2.0.20] Can't connect wires to walls anymore - Space station
- Replies: 5
- Views: 392
Re: [2.0.20] Can't connect wires to walls anymore - Space station
This is intended, the only use of wires on walls is if next to a gate. I'm curious, what's the reasoning behind disallowing wires from attaching to the top of walls? In regards to Space Ships, it would be quite useful to be able to build wires on walls and ...
- Mon Nov 25, 2024 12:54 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] Crash, ElectricSubNetwork consistency check fails (ElectricSubNetwork::removeConnection)
- Replies: 5
- Views: 407
[2.0.20] Crash, ElectricSubNetwork consistency check fails (ElectricSubNetwork::removeConnection)
... Gate,HeatInterface,HighlightBoxEntity,InfinityContainer,InfinityPipe,ItemRequestProxy,OffshorePump,ParticleSource,PowerSwitch,Projectile,Pump,Radar,ProgrammableSpeaker,RocketSilo,RocketSiloRocket,CargoPod,SmokeWithTrigger,SpeechBubble,Sticker,Turret,AsteroidCollector,Asteroid,Thruster,SpiderUnit,Unit>::update<Unit> ...
- Sun Nov 24, 2024 9:39 pm
- Forum: Not a bug
- Topic: [2.0.20] Can't connect wires to walls anymore - Space station
- Replies: 5
- Views: 392
Re: [2.0.20] Can't connect wires to walls anymore - Space station
This is intended, the only use of wires on walls is if next to a gate.
- Sun Nov 24, 2024 9:28 pm
- Forum: Not a bug
- Topic: [2.0.20] Can't connect wires to walls anymore - Space station
- Replies: 5
- Views: 392
[2.0.20] Can't connect wires to walls anymore - Space station
... the outside of my space stations. This worked until recently, i think .15 it still worked? I assume this is because the wall is not next to a gate. Is this intended, or did i abuse a bug i can now no longer abuse? Could not find a mention about walls in recent change logs.
- Sun Nov 24, 2024 1:23 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 103
- Views: 16345
Re: Friday Facts #438 - Space Age wrap up
Anything similar to Baldur's Gate II sounds really cool! But probably not what Wube is doing. The jump to something heavy on dialogue and characterization is a pretty big one. Maybe we'll end up with something more like a Torchlight or ...
- Sun Nov 24, 2024 12:13 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 103
- Views: 16345
Re: Friday Facts #438 - Space Age wrap up
... too — a recently introduced materia gem is even called Automation ! — but it's kind of exceptional as dungeon runners go.) Aside from Baldur's Gate / Icewind Dale, now I'm thinking also of the Might and Magic series (which is 1rst-ish person), where you control a whole party with a quite unique ...
- Sat Nov 23, 2024 8:43 pm
- Forum: Bug Reports
- Topic: [Lou][2.0.20] Gate unnecessarily collides with curved rail using super force building
- Replies: 1
- Views: 214
Re: [2.0.20] Gate unnecessarily collides with curved rail using super force building
I previously reported that curved-rail hitboxes changed from 1.1 to 2.0. 116779
- Sat Nov 23, 2024 11:14 am
- Forum: Not a bug
- Topic: [2.0.20] Circuit Network Wires Unlocked Prematurely
- Replies: 7
- Views: 405
Re: [2.0.20] Circuit Network Wires Unlocked Prematurely
... avoid having them non configurable in this case, circuit control gui will show even without technology researched. Lets say that this is more of a gate for new players and if you are experienced then it does not matter much anymore and this technology just gives you some new entities.