Search found 66 matches
- Mon Aug 05, 2019 4:44 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 66545
Re: Friday Facts #306 - Experimental Demo
I had a friend playing the demo who never played Factorio before. He said: The robot is cool, but sometimes confusing. What the robot said and what the quest objectives said were sometimes different / at odds with each other. He was a little overwhelmed when the bot suddenly placed the small mining ...
- Tue Jun 12, 2018 3:08 am
- Forum: General discussion
- Topic: Why are 60 UPS = 1s?
- Replies: 26
- Views: 12737
Re: Why are 60 UPS = 1s?
But this does not occur in Factorio* because everything happens 60 times per second - in animations, 1 frame is 1/60 of a second, belts move 60 times per second, combinators update 60 times per second, etc. Due to this, having an uncoupled framerate would be very difficult, and impossible in many a...
- Fri Jan 26, 2018 7:00 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 51044
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
I would absolutely love to see a mod/Scenario that models Factorio after the Warcraft 3 custom genre "tech wars". In TechWar maps you place buildings that produce units on a timer. You cannot control these units as they mindlessly run toward the enemy base and attack everything in their pa...
- Fri Nov 24, 2017 6:44 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 35580
Re: Friday Facts #218 - Import bpy, Export player
Say, 0.16 was meant to be the last version feature wise with the stable 0.17 becoming the release 1.0 right?
Also, can we expect the 0.16 experimental as a Christmas gift or is 0.16 not far along enough for that time frame?
Also, can we expect the 0.16 experimental as a Christmas gift or is 0.16 not far along enough for that time frame?
- Wed Aug 23, 2017 10:08 pm
- Forum: Duplicates
- Topic: [0.15.34] Steam engine sprite is jumping around.
- Replies: 2
- Views: 1367
[0.15.34] Steam engine sprite is jumping around.
The steam engine graphic is going up and down periodically.
edit: your webm tag does not seem to work:
Klonan edit: It was the image host
Here the settings to replicate the issue:
edit: your webm tag does not seem to work:
Klonan edit: It was the image host
Here the settings to replicate the issue:
- Tue Jun 06, 2017 5:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
- Replies: 9
- Views: 5991
- Mon Jun 05, 2017 10:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
- Replies: 9
- Views: 5991
Re: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
It seems to only happen when the train comes from the curved merged rail.
- Mon Jun 05, 2017 11:48 am
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
- Replies: 9
- Views: 5991
- Sun Jun 04, 2017 10:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
- Replies: 9
- Views: 5991
[Harkonnen] [0.15.18] Inserter directly behind junction stops working.
The inserter directly behind a junction merge does not unload from a cargo wagon.
If you remove the inserter and place it again it works one time, then when the next train rolls in
it stops again.
It won't insert into the cargo wagon either:
If you remove the inserter and place it again it works one time, then when the next train rolls in
it stops again.
It won't insert into the cargo wagon either:
- Mon May 22, 2017 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Lategame Colonizing *Modified*
- Replies: 5
- Views: 6391
Re: Lategame Colonizing *Modified*
I talked about the narrative of Factorio with a friend recently. For me, a game how ever sandboxy it may be, needs at least an token effort as a narrative and I really liked the factorio idea of you preparing the world for others to come. Like I thought someone else also had the idea to add a coloni...
- Fri Dec 09, 2016 7:31 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 80743
- Fri Nov 18, 2016 7:42 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 48515
Re: Friday Facts #165 - Death by a thousand cuts
Auto sync of mods would also be a nice feature sometime in the future.
- Sat Nov 12, 2016 11:37 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 117339
Re: Friday Facts #164 - Nuclear power
>February
- Fri Oct 07, 2016 9:31 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 113619
Re: Friday Facts #159 - Research revolution
When I think of PVP in Factorio something like Tech-Wars from Warcraft 3 always comes to mind. In short: The structures you build spawn creatures in set intervals and they run to the enemy on their own. It would fit the slow pace of Factorio as it takes some time to "overpower" the enemy w...
- Tue Jul 05, 2016 9:12 pm
- Forum: Releases
- Topic: Version 0.13.5
- Replies: 41
- Views: 28422
Re: Version 0.13.5
Updated from 13.4 to 13.5, promt said to show you these logs.
I don't have problems though.
I don't have problems though.
- Sat Mar 26, 2016 1:41 am
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 61005
Re: Friday Facts #131 - Roadmap shuffle
Before it drowns again: please make a little recap of the loader discussion. Maybe along the lines of which ideas you liked and which you didn't and for what reasons.
It doesn't need to be in a FFF a normal forum post would suffice too.
It doesn't need to be in a FFF a normal forum post would suffice too.
- Fri Mar 11, 2016 5:13 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 146416
Re: Friday Facts #129 - The late game
I'd love to see a little recap from the devs about the loader discussion. From the top of my head I remember suggestions for loaders to consume electricity, to split them into two separate chests, increase their size or handicap them in some other way. Just some of the more popular ideas listed with...
- Sat Mar 05, 2016 2:48 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 222754
Re: Friday Facts #128 - Back down to earth
I would suggest to not make the Loader a part of the Belt system, but split it into 2 kind of chests: The Sink Chest and the Dispenser Chest. They both have the volume of a steel chest but the sink chest can only accept items via belt and the dispenser chest can only dispense items onto a belt. Thes...
- Mon Dec 15, 2014 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer PvP suggestion.
- Replies: 4
- Views: 1499
Re: Multiplayer PvP suggestion.
That would be fine. Micromanaging should be in most cases kind of unefficient, though - else, it goes the RTS road and you don't have a chance against people who simply micro manage better and quicker (like, pulling back damaged units, attacking from two sides, etc.). I would like to set up such at...
- Thu Dec 11, 2014 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer PvP suggestion.
- Replies: 4
- Views: 1499
Multiplayer PvP suggestion.
Hi, I don't want to go into the specifics of the "how, if, when and should we" of the PvP Multiplayer in factorio, but should it happen I would like to suggest a possible unit mechanic. I happened to remember Starcraft ZoneControl recently and I thought it would fit nicely into the factori...