Search found 48 matches
- Mon Apr 24, 2017 4:24 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 172023
Re: Friday Facts #187 - Space science & 0.15 graphics
And we can play it thanks!!
- Fri Apr 21, 2017 5:05 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 172023
Re: Friday Facts #187 - Space science & 0.15 graphics
Wow thats a really big and cool update so much new elements to play with! I assume old savegames will not work annymore because of the massive change in science and powergeneration but thats fine.
- Sat Oct 29, 2016 7:03 am
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 78375
Re: Friday Facts #162 - Theme Art Again
I liked the alien artefacts and will miss them! Instead to remove them it would be better to give us some new cool ways to use them or maybee to automate the production of them.
I feel powerful in the lategame when i know on the beginning it was realy hard to get these 100 alien artefacts to build ...
I feel powerful in the lategame when i know on the beginning it was realy hard to get these 100 alien artefacts to build ...
- Sat Oct 15, 2016 9:10 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 142809
Re: Friday Facts #160 - Playtesting
Nice ideas more space for the inventory is always great and mk2 boilers and nuclear wow great i cant wait for it!
I thought why not add a late game technology so we can crack coal in oil in a chemical plant that would be cool and coal have a use even we use only solar and only electric furnances.
I thought why not add a late game technology so we can crack coal in oil in a chemical plant that would be cool and coal have a use even we use only solar and only electric furnances.
- Fri Mar 11, 2016 3:03 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 165842
Re: Friday Facts #129 - The late game
I would love a combination of both so like every 1000 field from the base away there is 2% more richness in the orefields but much cooler is it when there is plenty of dirty ore and you have to process it maybee you have to build a place where all the waste from this dirty ore have to storaged like ...
- Thu Aug 20, 2015 11:30 am
- Forum: Multiplayer
- Topic: [Public/Europe] Dedicated Server
- Replies: 331
- Views: 163544
Re: [Public/Europe] Dedicated Server [0.12.4]
Yes it works. I build some productions, killed bitter nests and build a solar production also managed the copper shortage and build the advanced furnace for the iron and copper smelting.
- Thu Aug 20, 2015 2:04 am
- Forum: Multiplayer
- Topic: [Public/Europe] Dedicated Server
- Replies: 331
- Views: 163544
Re: [Public/Europe] Dedicated Server [0.12.4]
Nice round today best mp i played so far but then kicked out by laags hope the biters dont kill alll the stuff
- Sat Aug 15, 2015 7:35 pm
- Forum: Multiplayer
- Topic: [Vanilla|0.14|US] SUG Dedicated Server
- Replies: 416
- Views: 207425
Re: Multiplayer Dedicated Server [0.12.4]
I joined but there are a big horde of Aliens and you will die if you spawn 

- Thu Jan 08, 2015 9:43 pm
- Forum: Off topic
- Topic: The longest industrial ropeway
- Replies: 4
- Views: 11525
Re: The longest industrial ropeway
Its nearly 7 km long too
- Thu Jan 08, 2015 6:57 pm
- Forum: Off topic
- Topic: The longest industrial ropeway
- Replies: 4
- Views: 11525
Re: The longest industrial ropeway
Yes know this i have lived near the longest ropeway in germany they transport limestone for Heidelberg Cement
http://lost-ropeways.de/forum/upload/1_68.jpg
http://lost-ropeways.de/forum/upload/1_68.jpg
- Sat Dec 27, 2014 12:27 pm
- Forum: Modding help
- Topic: Help with making a mod
- Replies: 7
- Views: 3901
Re: Help with making a mod
Omg thanks i just feel like a noob
nice so the mod is showing up not working but that was clear for me just have too correct some files 


- Sat Dec 27, 2014 12:14 pm
- Forum: Modding help
- Topic: Help with making a mod
- Replies: 7
- Views: 3901
Re: Help with making a mod
Okay without the zip i get a error pop up when i start the game
this is actually my jason file hope its correct ;)
{
"name": "GeileneueSachen",
"version": "0.11.8",
"title": "GeileneueSachen",
"author": "Pascal",
"contact": "",
"homepage": "",
"description": "Mod that adds a fast-longhand ...
this is actually my jason file hope its correct ;)
{
"name": "GeileneueSachen",
"version": "0.11.8",
"title": "GeileneueSachen",
"author": "Pascal",
"contact": "",
"homepage": "",
"description": "Mod that adds a fast-longhand ...
- Sat Dec 27, 2014 11:34 am
- Forum: Modding help
- Topic: Help with making a mod
- Replies: 7
- Views: 3901
Re: Help with making a mod
yes on
C:\Users\User\AppData\Roaming\Factorio\mods\ Modname
its a zip file others mods i downloaded worked all with the system i have copied i would understand if the mod dont would do what i plan but that the mod isnt showing up in the game is really strange for me.
C:\Users\User\AppData\Roaming\Factorio\mods\ Modname
its a zip file others mods i downloaded worked all with the system i have copied i would understand if the mod dont would do what i plan but that the mod isnt showing up in the game is really strange for me.
- Fri Dec 26, 2014 7:28 pm
- Forum: Modding help
- Topic: Help with making a mod
- Replies: 7
- Views: 3901
Help with making a mod
Hi,
I am trying to create my own mod just for fun, but it doesent work. We were trying to add a new inserter a fast-long-hand-inserter.
Look, here is the folder structure
I copied this from wiki for the info.json data
"name": "foo-mod",
"version": "0.1.0",
"title": "Foo Mod",
"author ...
I am trying to create my own mod just for fun, but it doesent work. We were trying to add a new inserter a fast-long-hand-inserter.
Look, here is the folder structure
I copied this from wiki for the info.json data
"name": "foo-mod",
"version": "0.1.0",
"title": "Foo Mod",
"author ...
- Tue Dec 23, 2014 1:38 pm
- Forum: Releases
- Topic: Version 0.11.8
- Replies: 35
- Views: 51352
Re: Version 0.11.8
Nice! Switch from 11.6 to 11.8 that was a really nice boost of speed on our 3 Players MP after that it was really cool to play even with our big base and fight was a lot better.
- Fri Dec 19, 2014 5:56 pm
- Forum: Releases
- Topic: Version 0.11.7
- Replies: 29
- Views: 44794
Re: Version 0.11.7
Nice update savefile from my 60+ hours game are reduced from 22 Mb to 13 Mb. But i also get trubbel on many belts were i had to fix the zick zack whole producction was not producing because of this.
- Thu Dec 11, 2014 1:24 pm
- Forum: General discussion
- Topic: Ideas about the "End Game"
- Replies: 17
- Views: 6823
Re: Ideas about the "End Game"
In fact at some point you have all goods produced you need you mabee only consumption is energy for lasers and the boots and repairkits maybee sometime a new wall tile or laser and if you fight the equipment for that. So i think we build up for colonize this planet? So why not let a ship landing ...
- Tue Dec 09, 2014 7:37 pm
- Forum: Multiplayer
- Topic: Has anyone been able to play with 3+ players and 0.11.5?
- Replies: 9
- Views: 16406
Re: Has anyone been able to play with 3+ players and 0.11.5?
I have to say two of us 3 was in the same lan network you ned good internet others with internt only 6 mbits cant join even only the host was in the game but with the next few updates it will be better.
- Tue Dec 09, 2014 3:02 pm
- Forum: Multiplayer
- Topic: Has anyone been able to play with 3+ players and 0.11.5?
- Replies: 9
- Views: 16406
Re: Has anyone been able to play with 3+ players and 0.11.5?
Have only tried with 3 Players but it worked fine no laags and we playes 2x4 hours in two days was really fun.
- Tue Nov 25, 2014 1:20 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 243159
Re: [0.11.x] Uranium Power
Is there an output on radioactive waste? It would be funny to have Nulerar waste in form like a chest that pollutet the environment for some time soo you need some space to place the waste and then there are polllution 
