Search found 309 matches
- Tue Sep 06, 2016 7:56 pm
- Forum: Releases
- Topic: Version 0.14.4
- Replies: 14
- Views: 21714
Re: Version 0.14.4
Can we get an alias for shout that's /all ?
- Mon Nov 02, 2015 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Authentication and proper server management
- Replies: 15
- Views: 20386
Re: Authentication and proper server management
Well, he's saying you have a mod that all it does is force it's existence to join the multiplayer server, and then only give that mod to the people you want to join...
- Mon Oct 19, 2015 7:45 pm
- Forum: Ideas and Suggestions
- Topic: Extend Combinators
- Replies: 8
- Views: 13613
Re: Extend Combinators
you don't need >= or <=, just use !(x < y) and !(x > y)
- Mon Oct 12, 2015 7:45 pm
- Forum: Modding help
- Topic: Resource limits
- Replies: 7
- Views: 8169
Re: Resource limits
well, 2.14e9 is about 2.1e9...
the 4.29e9 would be if it's an unsigned int
so technically correct?
the 4.29e9 would be if it's an unsigned int
so technically correct?
- Thu Oct 08, 2015 2:16 pm
- Forum: General discussion
- Topic: So who are we?
- Replies: 18
- Views: 16432
Re: So who are we?
It does bring up an interesting point
The dude crashed onto a planet with nothing more than a science library in his suit,
And he works up (in only a matter of hours in some cases) all the way up to a working space industry
Damn son, NASA hire this man (if they hadn't already...)
The dude crashed onto a planet with nothing more than a science library in his suit,
And he works up (in only a matter of hours in some cases) all the way up to a working space industry
Damn son, NASA hire this man (if they hadn't already...)
- Tue Oct 06, 2015 2:35 pm
- Forum: Gameplay Help
- Topic: Change ore settings in game?
- Replies: 5
- Views: 12401
Re: Change ore settings in game?
/c game.regenerate_entity("cobalt-ore") should work
- Tue Oct 06, 2015 2:25 pm
- Forum: General discussion
- Topic: Factorio 100 000 copies sold in...
- Replies: 14
- Views: 19339
Re: Factorio 100 000 copies sold in...
How dare they have the nerve to get sick on the eve of such a momentous occasion /s
- Sun Oct 04, 2015 3:47 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 137459
Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20
While we're on the topic of debug settings you can change the basic tab, and toggle it with F5...
- Sun Oct 04, 2015 3:42 pm
- Forum: Ideas and Suggestions
- Topic: Incorporate story in load screen
- Replies: 9
- Views: 11456
Re: Incorporate story in load screen
i thought there was 4 stages, but there is only 3 so i'll just come up with one for sounds "Running auditory diagnostics..."
- Sat Oct 03, 2015 11:11 pm
- Forum: Ideas and Suggestions
- Topic: Incorporate story in load screen
- Replies: 9
- Views: 11456
Re: Incorporate story in load screen
Or use the current messages... Just reworded so they sound cooler
Like "recovering Databanks" for loading mods "initializing optical processor" for sprites etc
Like "recovering Databanks" for loading mods "initializing optical processor" for sprites etc
- Fri Oct 02, 2015 1:46 am
- Forum: Implemented Suggestions
- Topic: Construction Request Chests
- Replies: 16
- Views: 14095
Re: Construction Request Chests
My point was that the counter argument brought up by lancar wasn't useful, as we're discussing why construction robots being able to take from requester chests might be a bad idea... the worst thing that could happen from the robot taking an item from the blue chests, is that a logistics robot has t...
- Thu Oct 01, 2015 8:29 pm
- Forum: Implemented Suggestions
- Topic: Construction Request Chests
- Replies: 16
- Views: 14095
Re: Construction Request Chests
Yeah, but if the biters leveled it, then something is broken (also can biters break concrete/brick?)
- Thu Oct 01, 2015 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Visual effect on big power poles or substations
- Replies: 18
- Views: 12309
Re: Power indicator on power poles
network the pole is connected to is a debug option
- Thu Sep 24, 2015 2:26 pm
- Forum: Balancing
- Topic: Push robots and fast inserters back
- Replies: 13
- Views: 25709
Re: Push robots and fast inserters back
You have to be careful then, because blue inserters are required to make blue science if they require red chips, then blue science requires two red chips instead of just one honestly i don't see anything wrong with blue inserters, if i HAD to suggest a balance for them, it would be make them require...
- Wed Sep 23, 2015 7:10 pm
- Forum: Balancing
- Topic: Push robots and fast inserters back
- Replies: 13
- Views: 25709
Re: Push robots and fast inserters back
Except fast inserters aren't all that useful until you get to the later stages when you need more items going though assemblers/chem plants Hell, in the speed run that Melfish talked about (though i haven't watched all of AntiElite's) we don't use fast inserters until oil/post science, and even then...
- Wed Sep 23, 2015 2:24 pm
- Forum: Pending
- Topic: [0.12.7][posila] Science pack consumption
- Replies: 9
- Views: 16565
Re: [0.12.7][posila] Science pack consumption
This isn't an occurrence where the science gets eaten, but here's another save where science doesn't complete Select automation1, add science pack (should be in inventory, but it's multiplayer so it might not work) and it won't complete, tested with high latency, low latency, full power, starting p...
- Wed Sep 23, 2015 1:52 pm
- Forum: Videos
- Topic: Factorio Speedrun in 3:35:45 - new WR
- Replies: 19
- Views: 26753
Re: Factorio Speedrun in 3:45:58 - new WR
We haven't fully decided on a seed quite yet, but it's likely to be some varient on this one
Code: Select all
>>>AAAMAAgAAAABAgYAAAAEAAAAY29hbAEFBAoAAABjb3BwZXItb3Jl
AQUECQAAAGNydWRlLW9pbAMCBAoAAABlbmVteS1iYXNlAgEECAAAAGl
yb24tb3JlAQUEBQAAAHN0b25lAgIEhz/VULQZAAASnQAAAAAAAAAAAA
AEAVN+WVs=<<<
- Wed Sep 23, 2015 1:39 am
- Forum: Pending
- Topic: [0.12.7][posila] Science pack consumption
- Replies: 9
- Views: 16565
Re: [0.12.7][posila] Science pack consumption
This isn't an occurrence where the science gets eaten, but here's another save where science doesn't complete Select automation1, add science pack (should be in inventory, but it's multiplayer so it might not work) and it won't complete, tested with high latency, low latency, full power, starting po...
- Mon Sep 21, 2015 7:46 pm
- Forum: Videos
- Topic: Factorio Speedrun in 3:35:45 - new WR
- Replies: 19
- Views: 26753
Re: Factorio Speedrun in 3:45:58 - new WR
We're working on taking it back, but classes started a few weeks ago, and our players can't agree on a weekend for running it again, but we're already planning on shooting for 3:20ish
So if you want to beat us in less then a week again you have time to plan
So if you want to beat us in less then a week again you have time to plan
- Mon Sep 21, 2015 7:44 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 179045
Re: Count to 1,000,000
391 because what is dead can never TRULY die