Search found 60 matches
- Fri Jul 14, 2017 6:55 pm
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 30406
Re: Friday Facts #199 - The story of tile transitions
Does an Water/Land rework imply that we will finally get blueprintable landfill?
- Mon Apr 24, 2017 4:41 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 149861
Re: Version 0.15.0
Steam version crashes for me, even after I deleted my config folder and reinstalled the game.
The manual download works.
The manual download works.
- Sat Jun 27, 2015 9:30 am
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 55626
Re: Friday Facts #92 - Personal roboport
I have been waiting for this. Finally a good way to automatically construct mining or gun stations. But with the power armour filling up with goodies like this it makes the time shortly before you unlock the hight end power armour parts even more annoying... How about a modular tank that can be upgr...
- Thu Apr 24, 2014 11:19 am
- Forum: Implemented Suggestions
- Topic: Transport Belts reworking
- Replies: 17
- Views: 7548
Re: Transport Belts reworking
I would say this is mainly a problem with the belt's graphic. The lonely plate in picture B looks as if it is still on the belt. So if there is no grid displayed, it looks as if it was in the square that also contains the belt. Probably the best solution would be to make the belt's graphic confined ...
- Thu Apr 03, 2014 8:18 pm
- Forum: General discussion
- Topic: My general Impressions after coming back to the game.
- Replies: 10
- Views: 6178
Re: My general Impressions after coming back to the game.
Now that I think about it, the best way to make this more discoverable would be to make the train really unable to go in reverse even in manual operation.
This way you can just make a double headed train there and try things out this way.
This way you can just make a double headed train there and try things out this way.
- Thu Apr 03, 2014 2:57 pm
- Forum: General discussion
- Topic: My general Impressions after coming back to the game.
- Replies: 10
- Views: 6178
My general Impressions after coming back to the game.
So, I hadn't touched this game for several months, and started playing again last weekend. I am seriously addicted again. A few comments: I played through the new campaign, and I thought the last two levels were pretty bad. In level 3 ( the railway level) you have to build up a railway network, but ...
- Thu Jan 09, 2014 12:53 pm
- Forum: General discussion
- Topic: Pirating Factorio
- Replies: 222
- Views: 107877
Re: Pirating Factorio
You guys should note that Factorio is effectively immune to piracy. Because it is literally impossible to pirate the full version of Factorio at the current time. It doesn't exist. And once it is done, it will already have been paid for by the preorders. Also note that historically, before the intro...
- Thu Oct 24, 2013 9:37 am
- Forum: General discussion
- Topic: Boilers in real life / Rankine cycle for dummies
- Replies: 8
- Views: 15740
Re: Boilers in real life / Rankine cycle for dummies
Convection and Cooling towers are only an enviromental protection measure.Aarkreinsil wrote:What about convection and stuff like cooling towers?
You can just dump the old hot water in the river and withdraw new cool water form there. That kills all the fishes, but factorio guy doesn`t eat anyways.
- Wed Jul 31, 2013 6:01 pm
- Forum: Ideas and Suggestions
- Topic: Idea for the goal in the late game - supply ships on orbit
- Replies: 44
- Views: 39153
Re: Idea for the goal in the late game - supply ships on orb
I also like the idea of supplying something. In another thread I speculated about something like the supply challenge, but without the time limits. My initial idea of it was something like civ2's palace, but supplying other colonists also makes sense. How about this for flavor: We are actually a min...
- Sun Jul 28, 2013 5:21 pm
- Forum: Releases
- Topic: Update 0.6.0
- Replies: 34
- Views: 33878
Re: Update 0.6.0
Does the lab naming really use the full nameset?
I have 10 labs and 2 are named after me. This looks unlikely.
I have 10 labs and 2 are named after me. This looks unlikely.
- Sun Jul 28, 2013 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.6.0] Assemblers recipe switch = free item
- Replies: 4
- Views: 2781
Re: [0.6.0] Assemblers recipe switch = free item
Annoyingly this is still the only way to produce rocket defenses in an Assembler. If you try to do this normally the inserters stop working when there is a full stack in the assembler`s input slot.
- Fri Jul 26, 2013 5:10 pm
- Forum: Releases
- Topic: Update 0.6.0
- Replies: 34
- Views: 33878
Re: Update 0.6.0
Great. A few random thoughts: The colors on the map are not ideal. Terrain color is much more intense compared to resources. It should be the other way around. You can't see how full a boiler is from mousing over. I think that is an old problem. Cool I got the lab with my name almost immediately. Ho...
- Wed Jul 17, 2013 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Placement when walking
- Replies: 1
- Views: 5680
Re: Placement when walking
It would be much easier to accomplish the same thing by making it easier to walk in a straight line. Just make it a toggle button, where the character automatically compensates for any belts he might be standing on, and where he stops moving ( or starts running in place if he is on a belt) if he hit...
- Mon Jul 08, 2013 8:32 pm
- Forum: Implemented Suggestions
- Topic: Containers
- Replies: 14
- Views: 12951
Re: Containers
Ah, OK. I didn't read that stuff carefully enough. That idea is even more useless. If the filling station is very small, it will be pretty much overpowered. And it won't fit into the game, because it will be the only building that doesn't need inserters. If the filling station is large, it will only...
- Mon Jul 08, 2013 5:54 pm
- Forum: Implemented Suggestions
- Topic: Containers
- Replies: 14
- Views: 12951
Re: Containers
I know what containers are.
And you could do the same things with wagons if there was a way to efficiently switch wagons from and to trains.
And you could do the same things with wagons if there was a way to efficiently switch wagons from and to trains.
- Mon Jul 08, 2013 4:11 pm
- Forum: Implemented Suggestions
- Topic: Containers
- Replies: 14
- Views: 12951
Re: Containers
You are basically describing the current railway system if we scaled down the tracks to the size of belts, and the wagons to the size of chests.
- Sun Jul 07, 2013 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Belt divider
- Replies: 7
- Views: 13229
Re: Belt divider
A pair of basic inserters can easily separate a belt's sides at the end of a belt. For faster throughput simply use fast inserters and increase the number on the side needing faster output. Top side ends up on bottom belt's bottom side, bottom side on top's top. ===> || >== || ===> Condensing this ...
- Sun Jul 07, 2013 8:11 pm
- Forum: Mods
- Topic: Recycling mod -works now - still need some lua help
- Replies: 2
- Views: 6190
Re: Recycling mod -need some lua help
Ok I finished this on my own: This is my recycling mod. You can dump almost any item in a furnace and you will receive the most common basic item back. Some problems: Items that use over the stacksize only give the stacksize, for example underground express belts. Also things that use less then a fu...
- Sun Jul 07, 2013 4:59 pm
- Forum: Mods
- Topic: Recycling mod -works now - still need some lua help
- Replies: 2
- Views: 6190
Recycling mod -works now - still need some lua help
Hi, I have decided to write a Recycling mod. I wrote a proof of concept, but now I am too lazy to add all those recipes. https://www.dropbox.com/s/r290m83zqy8eguv/smeltdown.zip I have decided to write a script to write the recipe file for me, but I don't really know lua. Can someone tell me how I ca...
- Sun Jul 07, 2013 1:15 pm
- Forum: Ideas and Suggestions
- Topic: Basic logic network.
- Replies: 4
- Views: 9767
Re: Basic logic network.
I like you idea of switching colors by rotating, cool! to the rest of your post: You should have a look at this https://forums.factorio.com/forum/viewtopic.php?f=6&t=980 https://forums.factorio.com/forum/viewtopic.php?f=6&t=974&p=6865#p6865 (you don't need to read all, just from "n...