Hi, first of all I want to note that I didn't read all the pages beforehand and I think I won't reply to any following ones. I'd just like to post my opinion for the devs to read and concider.
I don't mind Bots existing but I like to build my factories based on belts supportet by Bots to evade ...
Search found 21 matches
- Sat Jan 13, 2018 11:47 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 492864
- Fri Dec 15, 2017 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.2] Able to get stuck in terrain
- Replies: 2
- Views: 3291
Re: [0.16.2] Able to get stuck in terrain
This bug can be reproduced in my play as well, This time Version 0.16.3
It seems to have to to do with the shifting mechanic with diagonal shoretiles. I moves left against the shore tile and was pushed against a miner.
I guess I couldn't move into the Miner so I got pushed into the water and I can ...
It seems to have to to do with the shifting mechanic with diagonal shoretiles. I moves left against the shore tile and was pushed against a miner.
I guess I couldn't move into the Miner so I got pushed into the water and I can ...
- Wed Jan 18, 2017 4:53 pm
- Forum: Not a bug
- Topic: [0.14.21] util.lua error with a 279 hr 20 min + map
- Replies: 3
- Views: 1942
[0.14.21] util.lua error with a 279 hr 20 min + map
Hello,
I am currently trying a modded map which highly increased material demands and research requirements which let me play the map a looong time.
This map has over 279hr and 20 min runtime by now and it consistently throws the following error:
Error while running event on_tick(ID 0)
...team ...
I am currently trying a modded map which highly increased material demands and research requirements which let me play the map a looong time.
This map has over 279hr and 20 min runtime by now and it consistently throws the following error:
Error while running event on_tick(ID 0)
...team ...
- Fri Nov 20, 2015 9:09 pm
- Forum: News
- Topic: Friday Facts #113 - Better rail building
- Replies: 96
- Views: 68610
Re: Friday Facts #113 - Better rail building
I do like the automatic pathfinding for trains, but I have a practival question:
An A* track will most probably a quite curvy road. in addition, most railsystems work with at least 2 lanes to avoid crashes. is there any planning for automatic doubletrack rail building?
Just take a brief look at ...
An A* track will most probably a quite curvy road. in addition, most railsystems work with at least 2 lanes to avoid crashes. is there any planning for automatic doubletrack rail building?
Just take a brief look at ...
- Mon Sep 28, 2015 5:47 am
- Forum: Spread the Word
- Topic: Factorio screenshot submissions
- Replies: 24
- Views: 49151
Re: Factorio screenshot submissions
It is hard to make visually appealing pictures for such presentations. Taking these simply out of game usually isn't the best choise as handmade pictures for presentations are better to convince people to buy the game.
I tried to make a few
Oil small.PNG
trainstation.PNG
smeltery.PNG ...
I tried to make a few
Oil small.PNG
trainstation.PNG
smeltery.PNG ...
- Sun Sep 27, 2015 9:20 pm
- Forum: Spread the Word
- Topic: A review
- Replies: 0
- Views: 6362
A review
This is a review I wrote on another website. This is just a not further commented report.
If you want to describe Factorio in a few words, 2D modded Minecraft or Minecraft meets SpaceChem would be the most fitting description. It is about starting with a bare minimum in a hostile environment and ...
If you want to describe Factorio in a few words, 2D modded Minecraft or Minecraft meets SpaceChem would be the most fitting description. It is about starting with a bare minimum in a hostile environment and ...
- Sun Sep 27, 2015 8:43 pm
- Forum: Spread the Word
- Topic: German Portal
- Replies: 6
- Views: 14320
Re: German Portal
If it is your website, you should check the spelling and translation of the content. It seems to be made by a simple web translation.
- Sat Jul 25, 2015 6:19 pm
- Forum: Gameplay Help
- Topic: Disable pollution cloud indicator
- Replies: 5
- Views: 9495
Re: Disable pollution cloud indicator
Thanks for the help, but that one just influences the minimap, not the large extended map.Rahjital wrote:I think there's an checkbox in options to show pollution on the map. Try unchecking it.
Any other idea?
- Fri Jul 24, 2015 10:34 pm
- Forum: Gameplay Help
- Topic: Disable pollution cloud indicator
- Replies: 5
- Views: 9495
Disable pollution cloud indicator
Hello
this might seem like a pretty luxurious problems but I wanna play without the ability to see the red pollution indicators you see with the info view enabled (the alt key view).
I've looked in the forum and wiki, sadly without any help and I could only remove the pollution cloud on the minimap ...
this might seem like a pretty luxurious problems but I wanna play without the ability to see the red pollution indicators you see with the info view enabled (the alt key view).
I've looked in the forum and wiki, sadly without any help and I could only remove the pollution cloud on the minimap ...
- Sun Jul 19, 2015 11:52 am
- Forum: Duplicates
- Topic: [0.12.0] crash probably blueprint related
- Replies: 3
- Views: 5785
Re: [0.12.0] crash probably blueprint related
mybe related to https://forums.factorio.com/forum/vie ... =7&t=13680
does that blueprint have laserturrents in it?
does that blueprint have laserturrents in it?
- Sun Jul 19, 2015 8:28 am
- Forum: Duplicates
- Topic: [0.12.0] Crash: old laser turrents in pattern
- Replies: 1
- Views: 4019
[0.12.0] Crash: old laser turrents in pattern
I just discovered the following reproducable bug:
requirement: I have a blueprint for my rail network that also has several turrents for defense in it. they were arranged in the old 1x1 size pattern, not the new 2x2 size.
The blueprint is in my quickbar.
I try to pick it up to be able to place it ...
requirement: I have a blueprint for my rail network that also has several turrents for defense in it. they were arranged in the old 1x1 size pattern, not the new 2x2 size.
The blueprint is in my quickbar.
I try to pick it up to be able to place it ...
- Fri Jun 05, 2015 10:21 pm
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 67430
Re: Friday Facts #89 Timetables
several people have mentioned the imbalance between gun and laser turrents because of size and costs. energy is much cheaper than ammo + logistics. in addition, ammo is just way too weak. to fight any of the tier 3 enemys, and I guess they will be useless vs the new Tier 4 biters.
Maybe there ...
Maybe there ...
- Fri May 08, 2015 7:29 pm
- Forum: News
- Topic: Friday Facts #85 - Sales Stats
- Replies: 49
- Views: 43165
Re: Friday Facts #85 - Sales Stats
yay, project management.... let's see
Red is for bugs... wait, why are there bugs listed for backlog?
Pink seems to be audio. Oh I am so looking forward to kill those annoying logistic robot sounds.
Blue might be networking and internet stuff
Orange could be new game mechanics and items
light green ...
Red is for bugs... wait, why are there bugs listed for backlog?
Pink seems to be audio. Oh I am so looking forward to kill those annoying logistic robot sounds.
Blue might be networking and internet stuff
Orange could be new game mechanics and items
light green ...
- Sat Jan 24, 2015 8:45 pm
- Forum: News
- Topic: Friday Facts #70 - The smooth fps
- Replies: 30
- Views: 34289
Re: Friday Facts #70 The smooth fps
so much juicy high performance code.
I wish I could do an internship at your place to learn more about such a speed oriented code.
Btw, how often do you use pointers? I heared pointers eat performance : http://gameprogrammingpatterns.com/data-locality.html
I wish I could do an internship at your place to learn more about such a speed oriented code.
Btw, how often do you use pointers? I heared pointers eat performance : http://gameprogrammingpatterns.com/data-locality.html
- Fri Jan 02, 2015 10:06 pm
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 32832
Re: Friday Facts #67 - Happy new year
Wow, you are maintining a complicated simulation of thousands of objects, and you just manage to make it even more efficient. I wish i could dive into this code and bath in it's performance tweaks.
Is it possible to make a sneak peek into the engine you've build?
From all I've heared, 0.12 will ...
Is it possible to make a sneak peek into the engine you've build?
From all I've heared, 0.12 will ...
- Sat Dec 27, 2014 7:25 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 53106
Re: Friday Facts #66 - Merry christmas
if you are working on the signal system, could you add some checkable states for the trains as well like wagon empty or wagon full? that would help my train system a lot, and it would save me from tinkering with the times every time miners run out (lil exaggeration, but it should make a point).
If ...
If ...
- Fri Dec 19, 2014 10:50 pm
- Forum: News
- Topic: Friday Facts #65 - Hello from India
- Replies: 9
- Views: 21775
Re: Friday Facts #65 - Hello from India
Have fun in india.
What about new information about the current new lategame plans?
What about new information about the current new lategame plans?
- Sat Nov 22, 2014 11:26 pm
- Forum: News
- Topic: Friday Facts #61 - Into India
- Replies: 25
- Views: 24817
Re: Friday Facts #61 - Into India
Hey Tomas,
you said you use codility to test coding skills.
Could you give some examples on which level is required if someone wants to work at your company?
I am an apprentice in software developement and I want to know which level is required to work in game developement.
Tanks
you said you use codility to test coding skills.
Could you give some examples on which level is required if someone wants to work at your company?
I am an apprentice in software developement and I want to know which level is required to work in game developement.
Tanks
- Sat Oct 11, 2014 8:06 am
- Forum: News
- Topic: Friday Facts #55 - MP Preview
- Replies: 36
- Views: 31130
Re: Friday Facts #55 - MP Preview
I'm really looking forward to the MP patch.
Is it üossible, that the devs took my idea for spitters?
https://forums.factorio.com/forum/vie ... 943#p34943
Is it üossible, that the devs took my idea for spitters?
https://forums.factorio.com/forum/vie ... 943#p34943
- Sun Aug 31, 2014 10:24 am
- Forum: Mods
- Topic: McLauncher 0.4.8 (Mod Manager works with v12)
- Replies: 46
- Views: 36406
Re: McLauncher 0.3.3 (Mod Manager and Downloader)
finally, a good mod launcher. I was thinking of building something like this myself, but I haven't got enough experience.
if you want a good git-tool, try tortoiseGit or sourcetree. If you want a short introduction on how git works, codeschool offers an interactive course.
TortoiseGit (GUI): http ...
if you want a good git-tool, try tortoiseGit or sourcetree. If you want a short introduction on how git works, codeschool offers an interactive course.
TortoiseGit (GUI): http ...