Search found 21 matches
- Sun Apr 01, 2018 10:25 am
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 9995
Re: Teleportation pads
I definitely thought of this as well, and I like the idea of teleportation pads. They can be late game, maybe require space science packs, and plenty of them, as well as enormous amounts of resources to build, but I definitely DO want something in the game that allows me to quickly get from one end ...
- Sat Jan 06, 2018 4:48 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 262002
Re: Friday Facts #224 - Bots versus belts
I think this is probably thinking too much into the 'problem'. I've got over 200 hours of play in Factorio now but would consider myself a casual player. I don't tend to crunch the numbers, and seeing some of the bases and factories other people come up with is quite frankly just intimidating someti...
- Sat Dec 16, 2017 2:00 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 45199
Re: Friday Facts #221 - 0.16 is out
What's all this about manually preparing t-shirts? One would think you guys would have automated the shit out of that by now.
- Fri Dec 15, 2017 12:54 pm
- Forum: Releases
- Topic: Version 0.16.2
- Replies: 7
- Views: 12510
Re: Version 0.16.2
Didn't notice the release until today, figuring it would come on friday along with the FF post, but well, here we are :D Only thing I want to ask is, can you please make it a toggleable option to have cliffs spawn in the starting area as well? I posted around last friday to the same effect too: it's...
- Sat Dec 02, 2017 5:24 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 67779
Re: Friday Facts #219 - Cliffs
Awesome stuff, and something that Factorio really needed to make the terrain more interesting! However, I don't like the idea of being able to blow up cliffs. The reason cliffs are exciting to me is because they require you to think outside the usual box. It makes it so that each factory you design ...
- Thu May 11, 2017 8:56 pm
- Forum: Videos
- Topic: Railworld + Deathworld let's play by SiC
- Replies: 3
- Views: 2670
Re: Railworld + Deathworld let's play by SiC
Episode 4, getting pretty close to finishing the land bridge to the north, made some trains etc.
https://youtu.be/Gw8XurCUsaE
https://youtu.be/Gw8XurCUsaE
- Sat May 06, 2017 11:45 am
- Forum: Videos
- Topic: Railworld + Deathworld let's play by SiC
- Replies: 3
- Views: 2670
- Wed May 03, 2017 3:04 pm
- Forum: Videos
- Topic: Railworld + Deathworld let's play by SiC
- Replies: 3
- Views: 2670
Re: Railworld + Deathworld let's play by SiC
Second episode is up, building a scalable production of red and green science.
https://www.youtube.com/watch?v=2_AB6mH7EGU
https://www.youtube.com/watch?v=2_AB6mH7EGU
- Tue May 02, 2017 6:19 pm
- Forum: Videos
- Topic: Railworld + Deathworld let's play by SiC
- Replies: 3
- Views: 2670
Railworld + Deathworld let's play by SiC
Hello guys. So with 0.15 out I decided to start a new factory, and figured it would be fun to try a railworld. However, the map that was generated for me was such an ideally defensable terrain that I just had to try it in a deathworld setting. So I got the map seed and used it to start a deathworld ...
- Mon Oct 24, 2016 6:19 pm
- Forum: Gameplay Help
- Topic: A simple train crossing...
- Replies: 6
- Views: 40870
Re: A simple train crossing...
Hopefully I understand the description of your setup properly. Depending on whether you're running single track or one lane for each direction, this is how you'd let two (independent) tracks cross each other: http://i.imgur.com/T09OOeo.jpg?1 http://i.imgur.com/85dLa5R.jpg?1 The basic premise is tha...
- Mon Oct 24, 2016 12:46 am
- Forum: Gameplay Help
- Topic: A simple train crossing...
- Replies: 6
- Views: 40870
A simple train crossing...
Please for the love of God, can you explain to me how to set up a simple train crossing? All I want is a simple + shape. There's two different tracks that need to cross, but who don't end up in the same station. One train is going north/south, the other west/east, and they both loop around at both e...
- Tue Sep 06, 2016 3:02 pm
- Forum: Ideas and Suggestions
- Topic: Biomes
- Replies: 14
- Views: 6169
Re: Biomes
Yeah, from the sounds of things I think all we can count on for now is the addition of nuclear power for 1.0, and anything else would have to come from an expansion. But while mods are nice and occasionally great, this kind of thing would be perfect for an official expansion. I mean, sure, the maps ...
- Mon Sep 05, 2016 8:17 pm
- Forum: Ideas and Suggestions
- Topic: Biomes
- Replies: 14
- Views: 6169
Re: Biomes
All really good ideas, and reminiscent of games like Anno 1404, where you have two different biomes (occidental and oriental) that both require goods from eachother, requiring the player to set up a trade system. Even all the islands in the same biome can't all produce the same goods, so that in the...
- Fri Aug 12, 2016 10:24 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 67099
Re: Friday facts #151 - The plans for 0.14
I want to have a chance to do an accidental Chernobyl when nuclear power gets added. Imagine that stuff blowing up if not cooled properly (risk/reward), and when it goes the radiation cloud can mutate the biters into whatever freakish mutations you can dream up that should be a pain to deal with 

- Mon Jun 27, 2016 2:20 pm
- Forum: General discussion
- Topic: When to expect 0.13?
- Replies: 29
- Views: 11115
Re: When to expect 0.13?
I would expect it at the end of the working day, so that they have as much development time as possible. And considering most people are at work anyway, that seems plausible, no? 

- Wed Mar 30, 2016 1:24 pm
- Forum: General discussion
- Topic: How do you clearly describe circuit networks in forum posts?
- Replies: 11
- Views: 4261
Re: How do you clearly describe circuit networks in forum posts?
Honestly, only a step-by-step dummy tutorial would be capable of describing that stuff to me.
- Wed Mar 30, 2016 1:17 pm
- Forum: General discussion
- Topic: How I sort of wish this was a Warhammer 40k game
- Replies: 18
- Views: 7293
Re: How I sort of wish this was a Warhammer 40k game
Yeah, i double that - there really should be a 40K mod for factorio :) as for biters - low level tyranid (gaunts or something) would just be perfect for them. Also, this would probably invite GW for a legal action :/ I wouldn't think so. I think there's a huge number of WH40K mods out there. The on...
- Mon Mar 28, 2016 3:56 am
- Forum: General discussion
- Topic: How I sort of wish this was a Warhammer 40k game
- Replies: 18
- Views: 7293
How I sort of wish this was a Warhammer 40k game
As I'm currently reading through the Horus Heresy, I find myself contemplating how close this game seems to be to representing the Mechanicum of Mars and how they build a single factory that spans an entire continent :D I mean, all it would really need is sprites representing Mechanicum units and st...
- Mon Mar 28, 2016 3:44 am
- Forum: Combinator Creations
- Topic: Tetris... in Factorio?
- Replies: 48
- Views: 43571
Re: Tetris... in Factorio?
Good god, this makes me despair. I don't even get the first thing of what's going on there 

- Mon Mar 28, 2016 3:38 am
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 383735
Re: Games Like Factorio
The only thing that comes close in a very weird way is using the editor in ArmA to make missions. Just something about how I start with simple things and things then balloon in complexity. It gives me the same kind of satisfaction of setting things up and getting them to work properly, and then see ...