I actually enjoy when things power down, there is no more assembly line noises, no more machinery clinking away making stuff, no more electric motors, just the sound of the natural habitat.
If you listen carefully, you can almost hear the wildlife singing and the bitters breathing. One of them is ...
Search found 23 matches
- Mon Nov 21, 2016 4:31 pm
- Forum: General discussion
- Topic: What is your favorite part of the game, and why?
- Replies: 16
- Views: 7542
- Mon Jun 27, 2016 7:11 pm
- Forum: General discussion
- Topic: My steam is updating!!
- Replies: 11
- Views: 5093
Re: My steam is updating!!
Hurrah!
- Mon Jun 27, 2016 3:46 pm
- Forum: General discussion
- Topic: How to prepare game in 0.12 to 0.13?
- Replies: 12
- Views: 4904
Re: How to prepare game in 0.12 to 0.13?
Get a few hours of sleep before hand?
- Mon Jun 27, 2016 12:41 pm
- Forum: General discussion
- Topic: When to expect 0.13?
- Replies: 29
- Views: 15753
Re: When to expect 0.13?
0.13 being released? really? details!
- Fri Jun 03, 2016 7:11 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 97931
Re: Friday Facts #141 - Mod Portal
Nova wrote:Hm, why gets the red color on top of the middle part of the train more red while the train changes direction?
Probably something to do with the universe expanding faster than the speed of light causing redshift
I may be under the influence of some substances
- Tue May 10, 2016 1:23 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion for better challenge game
- Replies: 6
- Views: 4311
Re: Suggestion for better challenge game
Huge Dune-inspired worms that inhabit the underground and build tunnels for biters?
or
Carpets of biomass that is generated by the biter lairs, that slowly starts to spread in and sieges the player factory when it detects pollution (like Zerg creep in Starcraft), that isn't a direct threat in the ...
or
Carpets of biomass that is generated by the biter lairs, that slowly starts to spread in and sieges the player factory when it detects pollution (like Zerg creep in Starcraft), that isn't a direct threat in the ...
- Tue May 10, 2016 9:24 am
- Forum: Ideas and Suggestions
- Topic: Inserters repair damaged entities
- Replies: 15
- Views: 7691
Re: Inserters repair damaged entities
Having started a new map lately I encountered the same problems in early game especially with the spitters. :roll: So I came here to look if someone else had the same idea with inserters already... :D
So I think the idea with inserters being able to pick up repairpacks and repair themselves and ...
So I think the idea with inserters being able to pick up repairpacks and repair themselves and ...
- Sun May 08, 2016 11:20 pm
- Forum: Ideas and Suggestions
- Topic: A Bulldozer
- Replies: 20
- Views: 12483
Re: A Bulldozer
Now if only there was a Factorio automation/mod to improve my searching skills before posting ... 

- Sun May 08, 2016 9:39 pm
- Forum: Ideas and Suggestions
- Topic: A Bulldozer
- Replies: 20
- Views: 12483
Re: A Bulldozer
Sorry for reviving a dead post but a bulldozer would actually be nice addition if it can also collect the raw wood in its inventory, with a nice 6x2 grid, sort of like a semi-automated wood harvester, as nothing resembles Factorio more than a bulldozer with its occupant yelling "DIE TREES, ENGINEER ...
- Sun May 08, 2016 8:44 pm
- Forum: General discussion
- Topic: Some new ideias
- Replies: 2
- Views: 1600
Re: Some new ideias
I'm not sure I read your post correctly, but it seems to me you described the science subsystem in Factorio
Also there is Cursed Exp mod
Also there is Cursed Exp mod
- Sun May 08, 2016 5:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 155991
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Just wanted to say that the name and description for the new science packs are enjoyable to read and an overall nice touch
- Fri May 06, 2016 2:56 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 608
- Views: 374098
Re: Thank you (Make the dev-team happy today!)
Hello? Is this the recovering Factorio-addict hotline? Yes, I have failed the willpower test again
- Fri May 06, 2016 12:36 pm
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 470
- Views: 348719
Re: Just bought the game; What were Your first impressions?
The first few days I lost track of time and forgot to sleep, the creative experience was so awesome even with its simplistic graphics that it was like being a little child playing with building blocks for the first time, I even resented not knowing about the game sooner. I fell asleep in front of ...
- Thu May 05, 2016 7:11 am
- Forum: General discussion
- Topic: I saw this out the window and reminded me of some thing
- Replies: 9
- Views: 4972
Re: I saw this out the window and reminded me of some thing
Someone needs to pave that grass and trees down with beautiful concrete!
- Wed May 04, 2016 5:29 pm
- Forum: General discussion
- Topic: 3 factorio wishes
- Replies: 3
- Views: 2332
Re: 3 factorio wishes
Endless mountain mines with mining roleplay elements
Improved AI for biters, biomass/creep, narrow arc artillery that make deathworlds interesting to play
Radars that detect crashing debris or ship parts that one can travel to for steel and circuits salvage?
Probably more than 3 wishes here but I ...
Improved AI for biters, biomass/creep, narrow arc artillery that make deathworlds interesting to play
Radars that detect crashing debris or ship parts that one can travel to for steel and circuits salvage?
Probably more than 3 wishes here but I ...
- Wed May 04, 2016 1:07 pm
- Forum: General discussion
- Topic: End game theory and gameplay ideas
- Replies: 38
- Views: 27567
Re: End game theory and gameplay ideas
More terrain variety wouldn't hurt either. Big mountains, canyons, etc. that obstruct your ability to build a 'comfortable' base like you're used to.
I like the idea of mountains, they could play well being integrated into resource generating, so for instance starting with mid-game, especially ...
- Tue May 03, 2016 9:32 am
- Forum: Ideas and Suggestions
- Topic: Some Ideas
- Replies: 1
- Views: 951
Re: Some Ideas
Afaik better mod support is being worked on for 0.13
- Mon May 02, 2016 9:23 pm
- Forum: General discussion
- Topic: End game theory and gameplay ideas
- Replies: 38
- Views: 27567
Re: End game theory and gameplay ideas
Another thing interesting to see that might already be in the game and I don't know about, is the ability to use combinators to be able to change assembler recipes at a set command after a specific number of items have been built for example, so one can be more efficient with space, especially on ...
- Thu Apr 28, 2016 9:29 pm
- Forum: General discussion
- Topic: End game theory and gameplay ideas
- Replies: 38
- Views: 27567
Re: End game theory and gameplay ideas
Since 0.13 patch promises a revision to the combat system, how about this as a feature for high level of difficulty setting: a carpet of biomass that is generated by the biter lairs, that slowly starts moving in and sieges the player factory when it detects pollution (like Zerg creep in Starcraft ...
- Wed Apr 27, 2016 2:46 pm
- Forum: Mods
- Topic: [MOD 0.12.21] Automatic Item Collector
- Replies: 18
- Views: 20726
Re: [MOD 0.12.21] Automatic Item Collector
Very useful mod, thanks!
A cautionary tale for beginners, if for whatever reason you build inefficient production facilities that rely on inserters passing along items from one to another without the use of chests or transport belts in the range of roboports with the checkbox active, the item ...
A cautionary tale for beginners, if for whatever reason you build inefficient production facilities that rely on inserters passing along items from one to another without the use of chests or transport belts in the range of roboports with the checkbox active, the item ...