Search found 15 matches
- Mon Jun 09, 2014 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Tree bots
- Replies: 4
- Views: 2960
Re: Tree bots
Also, there's the Treefarm mod available in the mods section of this forum.
- Sun Jun 08, 2014 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Large Hadron Collider (atom smasher)(endgame)(portals,etc)
- Replies: 5
- Views: 4252
Re: Large Hadron Collider (atom smasher)(endgame)(portals,et
This makes sense story-wise, doing dangerous scientific experiments at a remote, biter-infested, otherwise uninteresting planet. That'd be an interesting freeplay goal - build up the accelerator and run your experiments, while defending against the native fauna. Maybe we neet to fire the particle ...
- Wed May 21, 2014 7:58 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 251712
Re: Peace with Aliens
Is anyone else imagining native tribes riding biters into battle?
(Not a suggestion)
Edit: I have to say I really like calico's idea - or those scenarios where you defend your base / the planet from some sort of alien infestation (biters, rapidly growing fungus or whatever) in general.

Edit: I have to say I really like calico's idea - or those scenarios where you defend your base / the planet from some sort of alien infestation (biters, rapidly growing fungus or whatever) in general.
- Thu May 15, 2014 9:51 pm
- Forum: 1 / 0 magic
- Topic: Very slow on linux 64
- Replies: 19
- Views: 20464
Re: Very slow on linux 64
How are you rotating the 2nd monitor? I use xrandr and everything works fine
- Wed May 14, 2014 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Alien/Critter Overhaul
- Replies: 8
- Views: 7121
Re: Alien/Critter Overhaul
I have to say I kinda like the infestation idea in general. Imagine an alien organism like in Natural Selection 2, rapidly spreading over the surface of the planet and towards your base, which you have to defend using fire turrets or a ditch filled with burning stuff (that you have to constantly ...
- Wed Apr 09, 2014 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Outpost logistics
- Replies: 25
- Views: 24531
Re: Outpost logistics
Alright, that method is actually working fairly decently as an interim solution until the developer comes up with something more robust. One very small thing that would likely be pretty easy to add would be to let us connect the Red/Green logistic network to a train station. When a train is at the ...
- Mon Apr 07, 2014 8:57 pm
- Forum: Ideas and Suggestions
- Topic: Outpost logistics
- Replies: 25
- Views: 24531
Re: Outpost logistics
I've also had this problem and here's my current attempt to solve it:
I haven't tried this yet because I currently have no time to play , but I'd like to hear your ideas about it!
* Have a supply train with only one cargo wagon
* Have two stations in your main base:
___ The first station simply ...
I haven't tried this yet because I currently have no time to play , but I'd like to hear your ideas about it!
* Have a supply train with only one cargo wagon
* Have two stations in your main base:
___ The first station simply ...
- Mon Apr 07, 2014 8:43 pm
- Forum: Implemented Suggestions
- Topic: Deconstruction: click instead of drag
- Replies: 1
- Views: 1431
- Tue Apr 01, 2014 12:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6] Blueprint: Buildings rotated after placement
- Replies: 10
- Views: 4608
Re: [0.9.6] Blueprint: Buildings rotated after placement
It's the whole blueprint, the components are rotated correctly. The assembers in the blueprint in my save would still work correctly when the bug occured, it's as if I had rotated everything again by pressing 'R'. I even used this or a similar blueprint in one case where this happened by trying ...
- Tue Apr 01, 2014 1:59 am
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 14218
Re: Blueprint catalogue (instead of putting BPs in inventory
Cool!
And I did not know that! Neat, thanks for the tip! Now that I know that I can simply update blueprints or even use temporary ones cleanly, my construction robot minions will probably have even more to do

And I did not know that! Neat, thanks for the tip! Now that I know that I can simply update blueprints or even use temporary ones cleanly, my construction robot minions will probably have even more to do

- Mon Mar 31, 2014 11:05 pm
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 14218
Blueprint catalogue (instead of putting BPs in inventory)
First of all, let me congratulate on the awesomeness of Factorio - I can't remember staying up all night playing games (except for some LAN parties in my teen years), and this had me hooked for 12 hours straight when I first got it. :o
I hope this is not something that was already discussed, but ...
I hope this is not something that was already discussed, but ...
- Mon Mar 31, 2014 10:21 pm
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 101086
Re: F to flip blueprint
I like this, sometimes if you simply rotate by 180 degrees you have belts going in the opposite direction of what you want and need to change the direction manually.
- Mon Mar 31, 2014 10:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6] Blueprint: Buildings rotated after placement
- Replies: 10
- Views: 4608
Re: [0.9.6] Blueprint: Buildings rotated after placement
Ok this is puzzling… I tried reloading that save several times to make sure the bug persisted before I posted it, but didn't restart factorio. Now, after a reboot, it works fine for me too. Guess I should have tried that too before reporting, sorry…
I did a search for similar problems and looked ...
I did a search for similar problems and looked ...
- Mon Mar 31, 2014 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6] Blueprint: Buildings rotated after placement
- Replies: 10
- Views: 4608
[0.9.6] Blueprint: Buildings rotated after placement
For some blueprints, the rotation of the blueprint before placement is not the same as the buildings that are actually placed. It seems that the checks if the position is ok are done correctly, but after the left click that places the buildings they are rotated differently.
One of the blueprints ...
One of the blueprints ...
- Mon Mar 31, 2014 4:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6] Unconnected curved rails in same block
- Replies: 3
- Views: 2372
[0.9.6] Unconnected curved rails in same block
I have two tracks placed closely together, one for each direction, like in openTTD, with signals placed in certain intervals to allow for multiple trains driving in the same direction.
This works great for straight tracks, but at the curves both rails are in the same block. So if there's a train ...
This works great for straight tracks, but at the curves both rails are in the same block. So if there's a train ...