Search found 9 matches
- Wed Dec 30, 2020 10:18 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Script for unlocking technologies based on type.
- Replies: 0
- Views: 1434
Script for unlocking technologies based on type.
I use different blueprints for different stages of the game, so I categorize them based on which science packs are available at the time. This is an easy way to unlock only those technologies available for a certain stage of the game. To use, paste the following code into the console (don't forget t...
- Tue Nov 22, 2016 10:23 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45179
Re: Friday Facts #165 - Death by a thousand cuts
Now that we are getting closer to release, I thought I would share my wishlist of little things that aren't really necessary, but I think would be really cool to have. Filter deconstruction planner. I would hope I could specify filters just like the filter inserter. This would have many uses, such a...
- Sat Oct 08, 2016 7:25 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 104533
Re: Friday Facts #159 - Research revolution
How do the labs automatically develop technology?? Either there are people working inside, using the resources for experiments and prototyping, or there's a godly AI inside each lab, somehow constructed with a few basic circuit boards. Either way makes no sense. The primary scientific knowledge dat...
- Sat Oct 08, 2016 7:12 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 104533
Re: Friday Facts #159 - Research revolution
I always felt this could be easily fixed by making research progress persistent, so when you switch back to researching an old technology, it retains any progress already made. Seems kind of silly that this is not the default behavior.kane.nexus wrote:...minimize research griefing...
- Wed Aug 17, 2016 12:17 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83149
Re: Friday facts #151 - The plans for 0.14
you should read more into nuclear power plants then, because there are literally hundreds of fail-safe mechanisms to prevent a meltdown. It takes extreme conditions for it to happen, not just a simple power outage, but a series of unexpected events. But no passive failsafes. It requires active effo...
- Wed Aug 17, 2016 12:15 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83149
Re: Friday facts #151 - The plans for 0.14
reactor is not a nuclear bomb. It will not 'explode killing everything around', like you want to imagine. I know that, but as I said "I donβt think it would be much fun to realistically irradiate the area", so I thought in the fictional world of Factorio, why not make it act like a bomb f...
- Sun Aug 14, 2016 5:15 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83149
Re: Friday facts #151 - The plans for 0.14
What I always found fascinating about nuclear power plants is that they require constant energy to prevent them from blowing up. Cut off electricity, water stops being pumped into the plant, the control rods are no longer cooled, control rods melt, nuclear fission increases, and you have a total mel...
- Fri Jul 29, 2016 1:28 am
- Forum: 1 / 0 magic
- Topic: [13.11] Crash when loading save: "(79): SubChart::loadChartTags"
- Replies: 3
- Views: 1368
[13.11] Crash when loading save: "(79): SubChart::loadChartTags"
Download save and log from links on this page
http://seanshubin.com/factorio/
http://seanshubin.com/factorio/
- Fri Jun 10, 2016 8:46 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 62023
Re: Friday Facts #142 - Playtesting
Good call on the inventory space. I have yet to encounter a game where I thought "You know, what this game really needs is a mechanic forcing me to spend more time messing with my inventory".