Search found 34 matches
- Sat Dec 30, 2017 7:03 pm
- Forum: Pending
- Topic: Crash, Multiplay rejoining
- Replies: 1
- Views: 829
Crash, Multiplay rejoining
Crashed when a second player joined
- Mon Sep 19, 2016 3:02 pm
- Forum: Ideas and Suggestions
- Topic: server message announcement(s) every x ticks.
- Replies: 9
- Views: 5151
Re: server message announcement(s) every x ticks.
There should be a message upon joining, only to the joining player.
- Mon Sep 19, 2016 2:23 pm
- Forum: Multiplayer
- Topic: Group for 9:pm-10:30 PM Eastern US
- Replies: 4
- Views: 1718
Group for 9:pm-10:30 PM Eastern US
Experienced player here.
I'd like to play a game with a group of regulars during the specified time.
I think it would be fun to see the game progress from the start, and not make any drastic changes when you go to bed/work the next day.
Anyone else interested?
I'd like to play a game with a group of regulars during the specified time.
I think it would be fun to see the game progress from the start, and not make any drastic changes when you go to bed/work the next day.
Anyone else interested?
- Sat Aug 27, 2016 2:23 am
- Forum: Releases
- Topic: Version 0.14.1
- Replies: 21
- Views: 23764
Re: Version 0.14.1
Dear devs - please don't misuse the crowd - your game is awesome - guess how long it is if the word spreads? Dear crowd, please don't misuse the devs. Experimental is the cutting edge, and particularly an experimental in the .0-.5 range, and i for one am happy they quickly patch any bugs that they ...
- Wed Jan 20, 2016 5:32 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Slots
- Replies: 0
- Views: 4435
Logistic Slots
I think all logistic slots should have a maximum and a minimum. This way we only need one logistic chest, and would not need trash slots for our inventory. The only other thing needed would be an any item similar to the * introduced with the circuit network. Active Provider is the same as min = 0 an...
- Thu Jan 07, 2016 3:49 pm
- Forum: Railway Setups
- Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
- Replies: 43
- Views: 153324
Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY
A+++ Sticky worthy IMO.
Author does a good job explaining the pros and cons of each design, how both designs can cause problems and how to fix them.
With a gold star towards not biasing the reading either way.
Author does a good job explaining the pros and cons of each design, how both designs can cause problems and how to fix them.
With a gold star towards not biasing the reading either way.
- Thu Jan 07, 2016 3:16 pm
- Forum: Gameplay Help
- Topic: Total power production
- Replies: 2
- Views: 9698
Re: Total power production
Left click any power pole and it will give you an infoscreen like the following. https://forums.factorio.com/wiki/index.php?title=Electricity/Electric_network_infoscreen I usually look at the production bar. In the attached image the production bar is approximately 25%, which means it is using about...
- Thu Jan 07, 2016 3:09 pm
- Forum: Gameplay Help
- Topic: How to store the output of the furnice?
- Replies: 4
- Views: 12171
Re: How to store the output of the furnice?
What you're looking for is an active provider chest (purple). The bots will come as quickly as they can to remove the items. If the active provider boxes are filling up then you need more storage chests (yellow) (for long term storage), or more logistical bots / roboports (for quicker transfer &...
- Wed Dec 16, 2015 1:15 pm
- Forum: Modding help
- Topic: on_tick from the console
- Replies: 2
- Views: 6620
on_tick from the console
I'm thinking about creating a mod but from what little modding i've done so far you need to edit control.lua and reload the game to see if it works, this slows things down quite a bit. Is there anyway to do my write a function in the console, and then once it works copy it to control.lua? I think th...
- Wed Aug 05, 2015 4:20 pm
- Forum: Ideas and Suggestions
- Topic: Inventory and toolbelt filters act as request slots
- Replies: 7
- Views: 3965
Re: Inventory and toolbelt filters act as request slots
Unlimited number of slots does not make you overpowered in any way, but it lets you focus on the actual gameplay rather than manual inventory filling. If you NEED unlimited logistic slots, doesn't that mean you screwed up by not having a base which can supply its needs? Actually I believe it means ...
- Sun Aug 02, 2015 3:45 am
- Forum: General discussion
- Topic: What are your Factorio quirks?
- Replies: 35
- Views: 23865
Re: What are your Factorio quirks?
Still waiting for the following in mod or vanilla mode. http://imgur.com/xWUDOyF Why would you ever want that, if I may ask? There will always be some niche situations, but why is this so important to you personally? It truly splits a belt, without hacky tricks. I would imagine most times you are o...
- Thu Jul 30, 2015 4:54 pm
- Forum: Ideas and Suggestions
- Topic: Improving replayability
- Replies: 24
- Views: 10045
Re: Improving replayability
The main issue with re-playability is not the land, its that assemblers, inserters, belts, etc all work the same way. Once you figure out how to maximize them the first time, there isn't much else to learn and discover. Transport tycoon is really about the trains, and once you learn how to build sta...
- Thu Jul 30, 2015 4:36 pm
- Forum: Ideas and Suggestions
- Topic: Better Personal Roboport (3 suggestions)
- Replies: 5
- Views: 2711
Re: Personal Roboport
I'll list my annoyance with the personal roboport here too. Lets say i'm build a new smelting area and I only have one furnace on me, with a large stack elsewhere in the network. So i Shift-Click to build a ghost furnace. However before I can build a second furnace, the robots have stolen my furnace...
- Wed Jul 29, 2015 4:44 pm
- Forum: General discussion
- Topic: What are your Factorio quirks?
- Replies: 35
- Views: 23865
Re: What are your Factorio quirks?
I do not use the following hacks as they seem like cheating.
Splitter to Undergorund belt to split a belt.
Rail Wagon Car as a large storage chest.
Still waiting for the following in mod or vanilla mode. http://imgur.com/xWUDOyF
Splitter to Undergorund belt to split a belt.
Rail Wagon Car as a large storage chest.
Still waiting for the following in mod or vanilla mode. http://imgur.com/xWUDOyF
- Tue Feb 17, 2015 2:57 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Module Arithmetic
- Replies: 0
- Views: 928
Multiple Module Arithmetic
TLDR; Use multiplicative effects instead of additive effects. For example, the current maximum power savings is 80%. Instead if you allowed multiplicative effects, you could save 50% after 1 module, 75% after two modules, 87.5% after 3 modules, 93.75% after 4 modules. For speed modules this could wo...
- Tue Feb 17, 2015 2:32 pm
- Forum: Ideas and Suggestions
- Topic: Give assembling machines a stack size bonus
- Replies: 3
- Views: 1895
Re: Give assembling machines a stack size bonus
I really like this idea. There are times I'm having difficulty feeding machines from a belt, not because I can't cram enough inserters around it, but because it runs empty before even a fast inserter can put something in. If you have something that only takes 0.5 seconds and its in an AM3 with a spe...
- Sat Feb 14, 2015 3:48 pm
- Forum: Modding help
- Topic: How to get the direction of an item when placed.
- Replies: 1
- Views: 1223
How to get the direction of an item when placed.
I want to create this http://imgur.com/xWUDOyF So i started with a splitter, and I can place it; detect when an item-on-ground is inside it; and can teleport the item to some predefined offset ( 2 tiles down, 2 tiles right); so now if I knew what direction it was facing I could teleport it to the co...
- Wed Jan 21, 2015 4:38 am
- Forum: Videos
- Topic: Community Lets Play Coop Idea (More cooperative Hydra Dilemm
- Replies: 0
- Views: 2755
Community Lets Play Coop Idea (More cooperative Hydra Dilemm
The Hydra Dilemma is a great lets play but it is riddled with silly mistakes from the lack of communication (one of its rules) and subtle sabotage. I would like to see how great a factory the community can build with more cooperative, and competitive play. Session 1: Three people start a game (same ...
- Tue Jan 06, 2015 5:01 pm
- Forum: General discussion
- Topic: Automatic mining bases expansion (or eliminating the need)
- Replies: 31
- Views: 20151
Re: Automatic mining bases expansion (or eliminating the nee
I totally agree with your points, and there are plans (not official) for the (far) future to solve this issues. There are going to be ways, 1 or 2 major releases in the future to do it more centralised. 3) Create a rail all the way to the new base I have a plan for much alternative convenient rail ...
- Sat Jun 21, 2014 1:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][kovarex] Error loading save
- Replies: 39
- Views: 17088
Re: [0.10.1] Error loading save
+1 Mac OSX 10.9.3