Interesting . . .
I think implementation of this "loader" idea should be a Hopper, (might need a few new items/entities)
Perhaps if a belt encounters a hopper it should default to "dump into" hopper, "extraction" from hopper would be underground belt, just a thought.
Characteristics of Hopper ...
Search found 24 matches
- Sun Mar 06, 2016 11:06 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 250183
- Sun Nov 29, 2015 10:50 pm
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 61143
Re: Friday Facts #114 - Better train conditions
:shock: YAY!! looks AWESOME.
Suggestions:
ROUTES: allow players to configure "routes" for trains, ie route 1 goes to station A B C, route 2 goes to station A D E. Each with pre-configured wait times/conditions that are route specific. then adding a train to a group only requires selecting the route ...
Suggestions:
ROUTES: allow players to configure "routes" for trains, ie route 1 goes to station A B C, route 2 goes to station A D E. Each with pre-configured wait times/conditions that are route specific. then adding a train to a group only requires selecting the route ...
- Mon Nov 09, 2015 12:39 pm
- Forum: News
- Topic: Friday Facts #111 - Long term plans
- Replies: 93
- Views: 73511
Re: Friday Facts #111 - Long term plans
Wow ... I love this game.
I agree with dropping the space platform. (I didn't think it really "fit" not to mention being really time consuming.)
Planetary battleship? interesting idea, I have a few as well...
Please give us tank cars (or at least the ability to put all fluids/gases in barrels ...
I agree with dropping the space platform. (I didn't think it really "fit" not to mention being really time consuming.)
Planetary battleship? interesting idea, I have a few as well...
Please give us tank cars (or at least the ability to put all fluids/gases in barrels ...
- Sat Aug 29, 2015 2:00 am
- Forum: News
- Topic: Friday Facts #101 - The players are real people
- Replies: 96
- Views: 69683
Re: Friday Facts #101 - The players are real people
I'll pass on the politics, but interesting anyway.
However since there aren't any posts in here about the update or game not working I will take that to mean the Devs are doing an awesome job with Factorio, as expected.
I LOVE THIS GAME ! ! !
Keep up the great work.
However since there aren't any posts in here about the update or game not working I will take that to mean the Devs are doing an awesome job with Factorio, as expected.
I LOVE THIS GAME ! ! !
Keep up the great work.

- Fri Jul 17, 2015 5:10 pm
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 77526
Re: Friday facts #95 - 0.12 Release today
WHEEEEEEEEEEEEEEEEEEEEEE!!!!!
1 min left on download YAY !!!!!
Soon will be playing AWESOMENESS.
THANKS DEV'S YOU ROCK!
1 min left on download YAY !!!!!
Soon will be playing AWESOMENESS.
THANKS DEV'S YOU ROCK!

- Fri Jul 10, 2015 6:09 pm
- Forum: General discussion
- Topic: 0.12 status
- Replies: 41
- Views: 24775
Re: 0.12 status
:shock: :cry: :( :cry:
I agree w/ Lemures, would love to help with the debugging (although I usually don't play MP) How is the single player?
:idea: And could you update the "Factorio Roadmap for 0.12 + 0.13"
Pretty shure 0.12 isn't going to make the 'end of June' (unless you are talking about ...
I agree w/ Lemures, would love to help with the debugging (although I usually don't play MP) How is the single player?
:idea: And could you update the "Factorio Roadmap for 0.12 + 0.13"
Pretty shure 0.12 isn't going to make the 'end of June' (unless you are talking about ...
- Tue Nov 04, 2014 2:12 am
- Forum: Releases
- Topic: Version 0.11.1
- Replies: 118
- Views: 105293
Re: Version 0.11.1
I happen to like XP, I also have 98 & DOS. OFFLINE Network
We could get into a lengthy discussion about OS platforms and technology in general but why ?
Oh, do you have the newest iPhone? Fine, that's your choice - I'll pass, they will have a new one next year.
(or do you think all phones should ...
We could get into a lengthy discussion about OS platforms and technology in general but why ?
Oh, do you have the newest iPhone? Fine, that's your choice - I'll pass, they will have a new one next year.
(or do you think all phones should ...
- Tue Nov 04, 2014 1:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] couldn't create atlas bitmap (size 512X413)
- Replies: 11
- Views: 10823
Re: [0.11.1] couldn't create atlas bitmap (size 512X413)
H O O R A Y ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !
THANKS, Geartwo! (for getting my factorio working, here are a :D few :P smileys :mrgreen: just :P for :D you)
@ Cordylus bug is in "Pending" because staff hasn't moved it to either confirmed or resolved (hopefully it will be resolved in ...
THANKS, Geartwo! (for getting my factorio working, here are a :D few :P smileys :mrgreen: just :P for :D you)
@ Cordylus bug is in "Pending" because staff hasn't moved it to either confirmed or resolved (hopefully it will be resolved in ...
- Sat Nov 01, 2014 6:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] couldn't create atlas bitmap (size 512X413)
- Replies: 11
- Views: 10823
Re: [0.11.1] couldn't create atlas bitmap (size 512X413)
Hmm glad you could test that Cordylus. I can't get 0.11.0, seems they removed it from the lists due to the debug code issue. Expected i suppose.
One thing I have noticed in my testing is Factorio 0.10.1 uses less than 600,000 kb Ram, 0.11.1 uses over 800,000. (based on the commit column in ...
One thing I have noticed in my testing is Factorio 0.10.1 uses less than 600,000 kb Ram, 0.11.1 uses over 800,000. (based on the commit column in ...
- Sat Nov 01, 2014 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] couldn't create atlas bitmap (size 512X413)
- Replies: 11
- Views: 10823
Re: [0.11.1] couldn't create atlas bitmap (size 512X413)
edit:
Title should be "[0.11.1] couldn't create atlas bitmap (size :?: )"
I have seen several different numbers there but same issue.
/edit:
quote="Cordylus"
I can't play now.
Not enough video memory... :(
On 0.10 all was working fine.
/quote
Make it two of us :(
Make it 3, :cry:
Same ...
Title should be "[0.11.1] couldn't create atlas bitmap (size :?: )"
I have seen several different numbers there but same issue.
/edit:
quote="Cordylus"
I can't play now.
Not enough video memory... :(
On 0.10 all was working fine.
/quote
Make it two of us :(
Make it 3, :cry:
Same ...
- Sat Nov 01, 2014 4:24 pm
- Forum: Releases
- Topic: Version 0.11.1
- Replies: 118
- Views: 105293
Re: Version 0.11.1
*edit*
This happens very often when I type, cant do anything to resolve
ESC works, shows menu, can exit and start again, but typing doesnt work, ENter, open/closing console, nothing
@ Maximus-CZ :idea: Looks like game has been paused, try SHIFT + SPACE (default)
Hope that helps.
:arrow ...
This happens very often when I type, cant do anything to resolve
ESC works, shows menu, can exit and start again, but typing doesnt work, ENter, open/closing console, nothing
@ Maximus-CZ :idea: Looks like game has been paused, try SHIFT + SPACE (default)
Hope that helps.
:arrow ...
- Sat Nov 01, 2014 2:57 am
- Forum: Releases
- Topic: Version 0.11.1
- Replies: 118
- Views: 105293
Re: Version 0.11.1
I can't play now.
Not enough video memory... :(
On 0.10 all was working fine.
Make it two of us :(
Make it 3, :cry:
Same problem, Same message.
http://i.imgur.com/qXqoEMY.png
@ slpwnd Graphic settings? you mean in the config.ini "low-graphics=true"?
if there are more places to adjust ...
Not enough video memory... :(
On 0.10 all was working fine.
Make it two of us :(
Make it 3, :cry:
Same problem, Same message.
http://i.imgur.com/qXqoEMY.png
@ slpwnd Graphic settings? you mean in the config.ini "low-graphics=true"?
if there are more places to adjust ...
- Mon Oct 13, 2014 7:16 pm
- Forum: News
- Topic: Friday Facts #55 - MP Preview
- Replies: 36
- Views: 30923
Re: Friday Facts #55 - MP Preview



ok, so I will wait til cars are fixed... maybe...
LOVE IT
Keep up the great work!
(2 is not enough thumbs so have some smileys instead)



- Tue Jul 22, 2014 2:40 pm
- Forum: General discussion
- Topic: Forgotten
- Replies: 4
- Views: 3027
Re: Forgotten
Me 2
+1
+1
- Tue Jul 22, 2014 2:23 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 608
- Views: 366938
Re: Thank you (Make the dev-team happy today!)















I think that covers the basics of gameplay
AWESOME GAME DEVs
! ! ! ! THANK YOU ! ! ! !
- Fri Jul 04, 2014 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Some ideas ?
- Replies: 1
- Views: 1869
Re: Some ideas ?
10. Radio Tower (how else is player to communicate with earth/other players?) 

- Fri Jul 04, 2014 2:07 pm
- Forum: Ideas and Suggestions
- Topic: Map generation changes
- Replies: 15
- Views: 12807
Re: Map generation changes

- Fri Jul 04, 2014 1:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1?][cube] new Biter/Nest next to my items
- Replies: 8
- Views: 6359
Re: [0.10.1?] new Biter/Nest next to my items
This could be related... (0.10.2)
I like to restrict biter expansion near my base. I use walls to block expansion. ;)
After loading a game I noticed sections of the map that I had "blocked" were listed as "enemy expansion candidates" :shock:
I tested with a newly generated map.
Test_1.png
I ...
I like to restrict biter expansion near my base. I use walls to block expansion. ;)
After loading a game I noticed sections of the map that I had "blocked" were listed as "enemy expansion candidates" :shock:
I tested with a newly generated map.
Test_1.png
I ...
- Fri Jun 20, 2014 12:58 am
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 76202
Re: Version 0.10.0
Not Friday Yet
, soon, soon. YAY
Good to know those bugs will be fixed in 0.10.1.
Keep up the great work guys!


Good to know those bugs will be fixed in 0.10.1.
Keep up the great work guys!
- Tue May 27, 2014 11:35 am
- Forum: Ideas and Suggestions
- Topic: A way to turn off accumulator electricity effect
- Replies: 8
- Views: 4339
Re: A way to turn off accumulator electricity effect
Could someone test if commenting the lines "charge_light =" and "discharge_light =" in the basic-accumulator entity helps with the performance?
:shock: :o :mrgreen:
WOW, such a simple thing and completely eliminated the FPS drop (in my small scale test)
EDIT: Tested with small grid (sub. w ...