Gimbal
If you aren't familiar, it's a build spaceships and make them fight each other game. It's a great concept, but the dev(s) aren't active and so it suffers due to people exploiting flaws in multiplayer, a lack of players in general, lack of support and updates, etc. If it had people like the ...
Search found 18 matches
- Wed Jun 01, 2016 6:44 am
- Forum: Off topic
- Topic: What Indie/Less well known games do you play
- Replies: 23
- Views: 33393
- Tue May 31, 2016 7:11 pm
- Forum: Technical Help
- Topic: So i bought new monitor...
- Replies: 17
- Views: 5542
Re: So i bought new monitor...
I noticed this behavior last week. I was trying to run Factorio windowed at 1080p (my native is 1440p). And, it runs fine windowed, but I couldn't figure out how to force it to a specific resolution. In my case I wanted the exact resolution for the purpose of making a video. Eventually, I just got a ...
- Tue May 31, 2016 1:32 pm
- Forum: Fan Art
- Topic: A stunning Factorio Rube Goldberg Machine
- Replies: 7
- Views: 7583
Re: A stunning Factorio Rube Goldberg Machine
This is awesome! And, very relevant to my interests.
- Tue May 31, 2016 5:34 am
- Forum: Off topic
- Topic: Songs to Factorioize by
- Replies: 65
- Views: 135689
Re: Songs to Factorioize by
I generally don't go for relaxing music when I play. Here are a few examples of the type of music I generally listen to while playing.
Statik Link - Work To Be Done
https://youtu.be/wvezFHikHgA
EVERLAKE - TURN IT UP TO TEN
https://youtu.be/Vxi9xJK-sB0
SchoolBoy Q - Collard Greens
https://youtu.be ...
Statik Link - Work To Be Done
https://youtu.be/wvezFHikHgA
EVERLAKE - TURN IT UP TO TEN
https://youtu.be/Vxi9xJK-sB0
SchoolBoy Q - Collard Greens
https://youtu.be ...
- Mon May 30, 2016 4:32 am
- Forum: Gameplay Help
- Topic: Stupid question?
- Replies: 11
- Views: 5001
Re: Stupid question?
You can certainly play that way, it will just take longer. I was thinking of trying something similar at some point, where I'd have a rule that I could only have one production facility for each item type. Then I'd just let it run and see how long it takes to finish the game. Though I imagine ...
- Sun May 29, 2016 9:37 am
- Forum: Show your Creations
- Topic: Two Liquids, One Pipe (proof of concept)
- Replies: 13
- Views: 6608
Re: Two Liquids, One Pipe (proof of concept)
XKnight could you add diagram and link that solution into TDT thread (https://forums.factorio.com/viewtopic.php?f=18&t=5553)?
I think that this will be helpful for many people.
Perhaps my design is very complex because it is a bug workaround...
Correct build should look like this .
That's very ...
I think that this will be helpful for many people.
Perhaps my design is very complex because it is a bug workaround...
Correct build should look like this .
That's very ...
- Sun May 29, 2016 8:20 am
- Forum: Show your Creations
- Topic: Two Liquids, One Pipe (proof of concept)
- Replies: 13
- Views: 6608
Re: Two Liquids, One Pipe (proof of concept)
Concept is very interesting, and can be even used in regular factories to increase space effectiveness and reduce pipe mess.
Although, I have some concerns about using steams for this purpose.
Animation.gif
I like that design. That was kind of what I was initially trying for, but never quite got ...
Although, I have some concerns about using steams for this purpose.
Animation.gif
I like that design. That was kind of what I was initially trying for, but never quite got ...
- Sun May 29, 2016 5:04 am
- Forum: Show your Creations
- Topic: Two Liquids, One Pipe (proof of concept)
- Replies: 13
- Views: 6608
Two Liquids, One Pipe (proof of concept)
So, I was thinking the other day that it'd be interesting to try running a chemical plant that takes two liquid inputs, but feed it using only one pipe. I came up with a fairly simple concept that works well, and isn't very circuit-heavy (it actually uses no combinators).
I made a short video ...
I made a short video ...
- Fri May 27, 2016 11:10 pm
- Forum: Gameplay Help
- Topic: Pumps, boilers, steam egines and the mystery of hot water
- Replies: 12
- Views: 5486
Re: Pumps, boilers, steam egines and the mystery of hot water
If it works like a real life steam engine the water/steam is getting consumed (and presumably released into the atmosphere, though it may not be shown).
How an old timey train engine works:
https://youtu.be/g8LrAsL4oH0
An animation of it:
https://youtu.be/ESfSG2OlQYQ
Though the fact that Factorio ...
How an old timey train engine works:
https://youtu.be/g8LrAsL4oH0
An animation of it:
https://youtu.be/ESfSG2OlQYQ
Though the fact that Factorio ...
- Fri May 27, 2016 5:15 am
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 27422
Re: Smart Furnace - load-balanced, demand-based, and tileable
This looks pretty neat. But that are a lot of combinators for what this thing is really doing. Smelting exactly 10 copper plates is nice but you could also just detect it at the end of your belt (storage area). Of course you would always smelt 50 too much but that is not really a problem. I build ...
- Fri May 27, 2016 5:07 am
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 27422
Re: Smart Furnace - load-balanced, demand-based, and tileable
I've put up a new video showing the steel and stone brick "smart" furnace with deadlock prevention.
Video: https://youtu.be/JrKP07SaJxA
Disclaimer: This is not practical in the least. It's an example of the mad science side of my world.
Here's the blueprint string for the furnace:
H4sIAAAAAAAA ...
Video: https://youtu.be/JrKP07SaJxA
Disclaimer: This is not practical in the least. It's an example of the mad science side of my world.
Here's the blueprint string for the furnace:
H4sIAAAAAAAA ...
- Mon May 23, 2016 5:35 pm
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 27422
Re: Smart Furnace - load-balanced, demand-based, and tileable
This looks pretty neat. But that are a lot of combinators for what this thing is really doing. Smelting exactly 10 copper plates is nice but you could also just detect it at the end of your belt (storage area). Of course you would always smelt 50 too much but that is not really a problem. I build ...
- Mon May 23, 2016 5:10 am
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 27422
Smart Furnace - load-balanced, demand-based, and tileable
I've recently started a world in Factorio based exclusively around research and development (and at times, mad science). I figured I'd start showing some of the more interesting creations and concepts from that world.
The first one is my take on the idea of a smart furnace. I've seen a few smart ...
The first one is my take on the idea of a smart furnace. I've seen a few smart ...
- Mon May 23, 2016 1:33 am
- Forum: Off topic
- Topic: Youtubin' & Streamin'
- Replies: 16
- Views: 22189
Re: Youtubin' & Streamin'
Licenses for fraps and Sony Vegas alone come near to 700 dollars.
Note that the Fraps part of that only comes to ~40 US dollars. Recording software is fairly cheap. Editing software, on the other hand...
A relatively affordable option for professional level video editing is Adobe Premiere Pro ...
Note that the Fraps part of that only comes to ~40 US dollars. Recording software is fairly cheap. Editing software, on the other hand...
A relatively affordable option for professional level video editing is Adobe Premiere Pro ...
- Wed May 18, 2016 11:06 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network - User defined circuits/blueprints
- Replies: 2
- Views: 2411
Re: Circuit network - User defined circuits/blueprints
I've had this thought as well, but as I've played more I've come to not want it. I like the challenge of minimizing the physical space my circuits use. I also like that they are visible all the time, showing that the factory is "smart". If I were really worried about space, I could always move the ...
- Mon May 16, 2016 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Highlight entities connected to combinator network
- Replies: 7
- Views: 3829
Re: Highlight entities connected to combinator network
But if it could actually highlight the wires themselves when you mouseover a circuit network connected thing it would be amazing. I find myself often removing a wire and replacing it, just to verify whether it had actually been connected in the first place, and even then with some dense layouts its ...
- Mon May 16, 2016 5:39 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 608
- Views: 367967
Re: Thank you (Make the dev-team happy today!)
I've been playing this awesome game so much the last few days that it is becoming awkward to use Windows normally afterward. I find myself having to consciously remember that I can click on things that aren't near the center of the screen.
Overall, this is a wonderful game. I've not been so into a ...
Overall, this is a wonderful game. I've not been so into a ...
- Mon May 16, 2016 4:30 am
- Forum: Ideas and Suggestions
- Topic: Highlight entities connected to combinator network
- Replies: 7
- Views: 3829
Re: Highlight entities connected to combinator network
I'd love to see this as well. I've been getting into some really dense, complicated circuit networks lately and would love to be able to see what is connected to what. Minimally, it'd be great to have something like when you mouseover a building and it shows the electric pole that powers it. But if ...