SUGGESTION: advance model of spidetron, would be a spaceatron.
same capability but with ability to travel in space without dangerous need for attachment points.
More like current EVA suits/equipment
Search found 70 matches
- Wed Nov 22, 2023 1:44 pm
- Forum: News
- Topic: Friday Facts #385 - Asteroid Collector
- Replies: 58
- Views: 18309
- Sun Jul 26, 2020 4:07 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 49765
Re: Friday Facts #357 - Nuke
Need to add true down side of nuclear energy, radioactive (why one of many reasons solar/accumulators is better) Also a comment about technological development, in the real world nuclear was before solar development and we still have not cracked "accumulators" energy density problem. hopef...
- Sun Mar 22, 2020 4:33 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101354
Re: Friday Facts #339 - Beacon HR + Redesign process
(new beacon) "War of the Worlds" Martian steampunk vs (old beacon) a dated pre-factorio beacon.
Xterminator's idea of a surrounding glow sounds interesting.
Xterminator's idea of a surrounding glow sounds interesting.
- Wed Mar 18, 2020 11:11 pm
- Forum: Not a bug
- Topic: error on new game (18.13) start
- Replies: 3
- Views: 1603
Re: error on new game (18.13) start
thanks much,
elected to save appdata/roaming/factorio file, then uninstall and reinstall in one sitting which seemed to work.
note do not know where "Steam 'validate install'" is.
freeplay, Krastorio 2 works
Thanks again
elected to save appdata/roaming/factorio file, then uninstall and reinstall in one sitting which seemed to work.
note do not know where "Steam 'validate install'" is.
freeplay, Krastorio 2 works
Thanks again
- Tue Mar 17, 2020 10:58 pm
- Forum: Not a bug
- Topic: error on new game (18.13) start
- Replies: 3
- Views: 1603
error on new game (18.13) start
factorio 18.13, on steam On start of new game get following; ...Data/Roaming/Factorio/temp/currently-playing/control.lua:2: ...ata/Roaming/Factorio/temp/currently-playing/freeplay.lua:22: attempt to index global 'game' (a nil value) stack traceback: ...ata/Roaming/Factorio/temp/currently-playing/fre...
- Mon Sep 30, 2019 9:33 pm
- Forum: Implemented Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 58
- Views: 22194
Re: Option for disabling artillery auto target
Great idea much needed
- Sun Sep 22, 2019 12:58 am
- Forum: Campaign / Scenario suggestions
- Topic: The case for more Scenario Development
- Replies: 2
- Views: 2516
The case for more Scenario Development
Opinion: Traditionally Factorio is 80% for builders, 20% split between fighters and explorers. I am not into factorio mega base building (gasp) but do enjoy solving factory problems, also like exploring and over coming pesky bitters. I had stop playing, no interesting scenarios. But watched Xtermina...
- Wed Sep 04, 2019 9:43 pm
- Forum: Technical Help
- Topic: Request for scripting, how to turn off indestructible
- Replies: 3
- Views: 1552
Request for scripting, how to turn off indestructible
Request for scripting, how to turn off indestructible
Is it possible to put a script into control.lau to change map items from indestructible to normal destructible?
thanks
P.S. opening editor for each and on turning it off is a drag
Is it possible to put a script into control.lau to change map items from indestructible to normal destructible?
thanks
P.S. opening editor for each and on turning it off is a drag
- Tue Sep 03, 2019 10:50 pm
- Forum: Maps and Scenarios
- Topic: Factorio refreshed
- Replies: 1
- Views: 2549
Factorio refreshed
Traditionally factorio has been about 80% builder, 10% explorer and 10% warrior The use of a great scenario like " Nauvis Post Collapse" demonstrates how factorio can be refreshed into a different game This scenario is about 40% warrior, 35% explorer and 25 % builder. The factory is there ...
- Tue Sep 03, 2019 10:49 pm
- Forum: Implemented Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 58
- Views: 22194
- Thu Aug 22, 2019 4:47 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 96278
Re: Nauvis Post Collapse (16GB ram minimum required)
much thanks for response. question all of the "tanker ships" (currently 4) I have seen are empty , no oil is this correct.
- Tue Aug 20, 2019 9:13 pm
- Forum: Maps and Scenarios
- Topic: Factorio Abandoned Colony/Cities (WIP and really large map)
- Replies: 75
- Views: 67977
True confessions, death by drowning
I have been killed by massed biters, flaming biters, biter acid, and of course by Train. Now a new one, drowning. There I was on Nauvis, mining the large bridge approaches for reinforced concrete when the section I was standing on was taken by my personal bot -- splash! There was only water beneath....
- Tue Aug 20, 2019 1:09 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 96278
Re: Nauvis Post Collapse (16GB ram minimum required)
I think invincible setting in any game defeats the idea of a game, why play?
How would you edit invincible setting?
thanks much for the great scenario.
- Sat Jun 15, 2019 8:48 pm
- Forum: Not a bug
- Topic: Locomotive color yellow not right ?
- Replies: 1
- Views: 1007
Locomotive color yellow not right ?
When change the color (255,255,)) I get (attachment 1) Factorio engine color
But the RGB color Yellow(255,255,0) should be this, (attachment 2) rapidtables yellow
But the RGB color Yellow(255,255,0) should be this, (attachment 2) rapidtables yellow
- Thu Oct 11, 2018 12:31 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 67059
Re: Friday Facts #258 - New autoplace
Been away from Fartorio, tried Deathworld, it would have been nice to know there was no oil, not just in started area but on map. I have 6 radars going and still
no oil. The player does need to know which direction to expand in for oil, else a bust.
no oil. The player does need to know which direction to expand in for oil, else a bust.
- Sun Mar 26, 2017 2:49 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 38584
Re: Friday Facts #170 - Blueprint library GUI design and redesign
I love the improvements to factorio, but how about FUSION instead of nuclear
- Mon Aug 22, 2016 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Third option for bitters/peaceful mode
- Replies: 4
- Views: 1806
Third option for bitters/peaceful mode
A third option instead of just Bitters and peaceful mode. (not a mod a game change) An Ancient Alien Civilization (AAC) seeded many planets with AIs. It is possible that they were to protect, claim, clean them, but the reason is unknown. These AIs come in 3 types small scouts, medium soldiers and la...
- Tue Aug 09, 2016 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Day-Night cycle extender selction in game options
- Replies: 2
- Views: 1558
Day-Night cycle extender selction in game options
Game option to select a longer day and night cycle. (like those under graphic ) This would not change ratio between day and night just make both longer Why- in beginning game the cycle is very fast (more of a annoyance), but once power suit with night vision is reach becomes less of a problem. (mayb...
- Sat Aug 06, 2016 1:33 pm
- Forum: Ideas and Suggestions
- Topic: Off World Trade (Alien artifacts)
- Replies: 2
- Views: 1794
Off World Trade (Alien artifacts)
This is vote for using rocket/shuttle payload to sent harvested Alien artifacts off world and get back "stuff" .
- Sat Aug 06, 2016 1:16 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 39099
Re: Friday Facts #150 - New Terrain Experiments
can doodads be rotated (0,90,180,270) when placed for terrain variety ?