Is the intro still being worked on?
A few observations - I know you were going to replace those gray boxes, when will that be done? Why not just place a box and arm outside the assembler in place of the gray box - and have the robot instruct the player to put his items in the box and watch them ...
Search found 70 matches
- Sun May 05, 2019 10:43 pm
- Forum: Releases
- Topic: Version 0.17.36
- Replies: 15
- Views: 14159
- Sun Mar 17, 2019 10:15 pm
- Forum: General discussion
- Topic: Research going too fast/easy while I do other things?
- Replies: 22
- Views: 10563
Re: Research going too fast/easy while I do other things?
@TPReal I share your feelings.
I feel like Factorio peaked at version 14.x
The balance in 14 was pretty good.
Today, Factorio's turned into an exercise in frustration.
I think you've hit on something - however - once you configure/automate Green/Red packs, it's pretty easy to just 'let it run ...
I feel like Factorio peaked at version 14.x
The balance in 14 was pretty good.
Today, Factorio's turned into an exercise in frustration.
I think you've hit on something - however - once you configure/automate Green/Red packs, it's pretty easy to just 'let it run ...
- Sun Mar 17, 2019 9:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.9] Loading a 0.16 save with 128 mining prod researched => 5 mining prod researched
- Replies: 8
- Views: 2606
Re: [Bilka] [0.17.9] Loading a 0.16 save with 128 mining prod researched => 5 mining prod researched
Hi I am not sure I follow here...
I built a new PC.
Installed Steam
Installed Factorio starting with version 17.01, currently it's on 17.14
Copied a savegame zip file from my old mac and put it in the savegame folder
I have the problem with research described here and elsewhere with the old map ...
I built a new PC.
Installed Steam
Installed Factorio starting with version 17.01, currently it's on 17.14
Copied a savegame zip file from my old mac and put it in the savegame folder
I have the problem with research described here and elsewhere with the old map ...
- Sun Mar 17, 2019 4:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Conversion from 0.16 to 0.17 - Laser power
- Replies: 10
- Views: 5090
Re: Conversion from 0.16 to 0.17 - Laser power
Impacted me as well, I believe more than just laser power, I think I had all my miners at 200% and that looks to be reset as well..
- Sat Mar 16, 2019 10:17 pm
- Forum: Resolved Problems and Bugs
- Topic: 17.x savegame upgrade kills already researched improvements
- Replies: 4
- Views: 1600
17.x savegame upgrade kills already researched improvements
Hi,
I looked briefly and didn't see this so apologies if this has been reported.
I have a savegame from 16.x, where laser defense power and mining efficiency were both researched quite a bit.
Upon opening that savegame in 17.x, I noticed a few things:
1) Enemies seem MUCH more aggressive ...
I looked briefly and didn't see this so apologies if this has been reported.
I have a savegame from 16.x, where laser defense power and mining efficiency were both researched quite a bit.
Upon opening that savegame in 17.x, I noticed a few things:
1) Enemies seem MUCH more aggressive ...
- Sun Mar 03, 2019 10:27 pm
- Forum: Campaign / Scenario suggestions
- Topic: Introduction is terrible, You need to build it as if Google does not exist...
- Replies: 1
- Views: 1449
Introduction is terrible, You need to build it as if Google does not exist...
I love Factorio - have played it a bunch (500 hours)
But I've noticed something - I put in the effort to learn it - watched youtube videos, read forum posts, searched for answers on google, etc..
I wonder how many of us here on the forums have done the same?
I like many of the new elements of the ...
But I've noticed something - I put in the effort to learn it - watched youtube videos, read forum posts, searched for answers on google, etc..
I wonder how many of us here on the forums have done the same?
I like many of the new elements of the ...
- Sun Jun 17, 2018 5:44 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 72635
Re: Friday Facts #247 - Pricing and its exploits
Re Satisfactory
I don't think you have to worry much about satisfactory
I /do/ think you have to worry about "how big is the market for an extremely complex game that requires a lot of thinking" I would have guessed it was less than 1 million people, so the fact that you've sold 1.5 million ...
I don't think you have to worry much about satisfactory
I /do/ think you have to worry about "how big is the market for an extremely complex game that requires a lot of thinking" I would have guessed it was less than 1 million people, so the fact that you've sold 1.5 million ...
- Sun Jun 17, 2018 5:15 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 72635
Re: Friday Facts #247 - Pricing and its exploits
feedback for the factorio team.
I've only had one person that I thought would like Factorio "Reject" it - he made a comment about having gotten burned by unfinished games in the past.
Getting the game out of "early access" on Steam should really help in that regard.
I've only had one person that I thought would like Factorio "Reject" it - he made a comment about having gotten burned by unfinished games in the past.
Getting the game out of "early access" on Steam should really help in that regard.
- Sun Jun 17, 2018 4:48 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 72635
Re: Do me a favour
I had the opposite feelings, so I just wanted to post this alternative view...
1) After watching both trailers on your website, I bought the game immediately, without even trying the demo first.
2) If you're having a hard time convincing friends, you could always buy them a copy - I always felt the ...
1) After watching both trailers on your website, I bought the game immediately, without even trying the demo first.
2) If you're having a hard time convincing friends, you could always buy them a copy - I always felt the ...
- Wed May 23, 2018 5:29 am
- Forum: Ideas and Suggestions
- Topic: Auto place object when player over ghost placeholder
- Replies: 3
- Views: 2637
Auto place object when player over ghost placeholder
TL;DR
Automatically "Plop down" any object in players inventory if the player walks over a tile with a ghost image of that object.
What ?
Simple really - in late game, we have construction robots.
Somewhere in factorio's development, it became possible to shift-click to "Ghost place" an object ...
Automatically "Plop down" any object in players inventory if the player walks over a tile with a ghost image of that object.
What ?
Simple really - in late game, we have construction robots.
Somewhere in factorio's development, it became possible to shift-click to "Ghost place" an object ...
- Sat May 19, 2018 9:54 pm
- Forum: Ideas and Suggestions
- Topic: wanted: keyboard shortcut to toggle train manual/automatic
- Replies: 21
- Views: 12714
Keyboard hotkey to toggle Auto/manual engine control
Can you please add a hotkey we can hit from the keyboard to switch the train from Auto to Manual mode?
While most trains are 'hands off' I frequently take a "work train" somewhere.
On the "work train" I frequently toggle from Manual to auto or auto to manual.
Since we already use the keyboard to ...
While most trains are 'hands off' I frequently take a "work train" somewhere.
On the "work train" I frequently toggle from Manual to auto or auto to manual.
Since we already use the keyboard to ...
- Sat Feb 24, 2018 2:33 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 52372
Re: Friday Facts #231 - Belt compression & Crash log uploading
Hey I think you just robbed gameplayers of a great opportunity.
Belt compression should have been a technology upgrade, and a new "belt compressor" entity would have been the result of the entity, this would have been a 1x1 tile pass through device would be put on a map in place of a single belt ...
Belt compression should have been a technology upgrade, and a new "belt compressor" entity would have been the result of the entity, this would have been a 1x1 tile pass through device would be put on a map in place of a single belt ...
- Sat Dec 16, 2017 7:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.4] Mac - Factorio.app can't be opened because...
- Replies: 7
- Views: 5568
[wheybags] [0.16.4] Mac - Factorio.app can't be opened because...
This is an easy one - the Mac app appears to be unsigned.
I believe this is pretty easy to fix.
I know that mac users can right click and choose open to get around this dialog, but it always makes me nervous running unsigned apps.
I believe this is pretty easy to fix.
I know that mac users can right click and choose open to get around this dialog, but it always makes me nervous running unsigned apps.
- Sat Dec 09, 2017 3:09 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 90600
Re: Friday Facts #220 - The best Friday Facts ever
Truly is the best friday facts ever!
I'm traveling next week when t-shirts go on sale, will you order more if these sell out?
I'm traveling next week when t-shirts go on sale, will you order more if these sell out?
- Sat Nov 25, 2017 7:39 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 37644
Re: Friday Facts #218 - Import bpy, Export player
I would totally buy a new keyboard if it changed colors when stuff was happening in the game!
Do you know if any of those Razor keyboards work with Mac?
Do you know if any of those Razor keyboards work with Mac?
- Fri Nov 03, 2017 10:15 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 51219
Re: Friday Facts #215 - Multithreading issues
the devs should really consider open sourcing the code.
Heck No.
If you're interested in working on the code, reach out to the devs and ask for a Job, You can sign an NDA and I'm sure the'd love to have you, but open sourcing the code is business suicide.
Factorio has an amazing following ...
Heck No.
If you're interested in working on the code, reach out to the devs and ask for a Job, You can sign an NDA and I'm sure the'd love to have you, but open sourcing the code is business suicide.
Factorio has an amazing following ...
- Fri Oct 27, 2017 11:35 pm
- Forum: Ideas and Suggestions
- Topic: Request: option to include requester chest count in LN
- Replies: 10
- Views: 5873
Re: Request: option to include requester chest count in LN
Thanks! watching the video now!
Seems like this is probably more of a pain point for my current progression in the game.
- Jack
Seems like this is probably more of a pain point for my current progression in the game.
- Jack
- Fri Oct 27, 2017 1:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Train doesn't find path after swapping active/inactive station
- Replies: 8
- Views: 4023
Re: Complex Train 'No path' problem/bug?
@Zavian
Thanks, I am sort of on the fence here between "was I doing it wrong" or "Is this an actual product bug"
There are a few interesting things here:
The train thats loading at the station when the station disables is fine.
All the trains stuck behind the "no path" train are fine, and don ...
Thanks, I am sort of on the fence here between "was I doing it wrong" or "Is this an actual product bug"
There are a few interesting things here:
The train thats loading at the station when the station disables is fine.
All the trains stuck behind the "no path" train are fine, and don ...
- Fri Oct 27, 2017 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Request: option to include requester chest count in LN
- Replies: 10
- Views: 5873
Re: Request: option to include requester chest count in LN
@Zavian
So far I've never found a patch of resources that could fill trains so quickly that a second loading platform was needed.
It could just be that I've not ventured far enough out in the game.
The largest patch I've found so far was 16 million.
I have the opposite problem - nearly every ...
So far I've never found a patch of resources that could fill trains so quickly that a second loading platform was needed.
It could just be that I've not ventured far enough out in the game.
The largest patch I've found so far was 16 million.
I have the opposite problem - nearly every ...
- Fri Oct 27, 2017 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Request: option to include requester chest count in LN
- Replies: 10
- Views: 5873
Re: Request: option to include requester chest count in LN
@JohnyDL
It's an interesting question you ask about having other requester chests nearby.
In a mining outpost, there's usually only one thing going on and the bot networks are disconnected from the main base, so the total quantity of the requester chests would be limited to that outpost.
Also ...
It's an interesting question you ask about having other requester chests nearby.
In a mining outpost, there's usually only one thing going on and the bot networks are disconnected from the main base, so the total quantity of the requester chests would be limited to that outpost.
Also ...