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Search found 21 matches
- Wed Apr 22, 2020 7:29 am
- Forum: Not a bug
- Topic: [0.18.18] IPs with port suffix is not a valid address.
- Replies: 5
- Views: 2159
- Tue Apr 21, 2020 6:33 am
- Forum: Not a bug
- Topic: [0.18.18] IPs with port suffix is not a valid address.
- Replies: 5
- Views: 2159
- Mon Apr 20, 2020 2:31 am
- Forum: Not a bug
- Topic: [0.18.18] IPs with port suffix is not a valid address.
- Replies: 5
- Views: 2159
[0.18.18] IPs with port suffix is not a valid address.
used to be allowed to have port number after the address, now that IP having anything after would simply say "domain is not a valid address."
- Sat Mar 14, 2020 2:53 pm
- Forum: Ideas and Suggestions
- Topic: make the user data in C: appdata easier to relocate.
- Replies: 1
- Views: 1221
make the user data in C: appdata easier to relocate.
i just wonder that if that could happen. the simple reason is that for those users with their C drive low in capacity. for me i am not preferring my own data into C drive due to its importance to boot. the .cfg seems hard to create, so i would think of if team could make an interface so you could ty...
- Fri Feb 28, 2020 8:24 am
- Forum: Off topic
- Topic: Songs to Factorioize by
- Replies: 63
- Views: 124184
- Fri Oct 04, 2019 11:56 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 36227
- Sat Sep 29, 2018 1:49 am
- Forum: Balancing
- Topic: What would it do to fluid balance if barrels didn't unload at ludicrous speed?
- Replies: 12
- Views: 4951
Re: What would it do to fluid balance if barrels didn't unload at ludicrous speed?
apology if that will result in flame war, but i am not here to. it would be unfair in game. for some of the people whose their base are too concentrated and unable to build pipe easily, resulting to use barrels, would be a disaster to them. even though there are few users who use barrels, removing t...
- Sat Sep 29, 2018 1:42 am
- Forum: Off topic
- Topic: If real life can do it, so can Factorio... (Astonishing Belts)
- Replies: 28
- Views: 96658
Re: If real life can do it, so can Factorio... (Astonishing Belts)
i think this is would be kinda expensive in game material if it would be implemented, but could well replace the logistic robots.
excellent idea though
excellent idea though
- Sat Sep 15, 2018 9:43 am
- Forum: Balancing
- Topic: better balancing for Rocket fuel (or else parts)?
- Replies: 0
- Views: 1261
better balancing for Rocket fuel (or else parts)?
recently, i am thinking that if Rocket fuel should be slightly rebalanced. in a nutshell,i would wish Rocket fuel to change a better stack size like 50 (so do the rocket control unit and low density structure would be better) and its energy into like 237.5MJ (95% efficiency from 10 Solid fuels). i d...
- Sat Jul 14, 2018 8:25 am
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 40116
Re: Friday Facts #251 - A Fistful of Frames
fam.
i got a question for you: there are not enough CPU for overall testing, the GPU test was not wide enough, like missing 8-core tier (???)
[hr]
by the way, the NTK will have Factorio, does that mean this game is originated in Czech?
i got a question for you: there are not enough CPU for overall testing, the GPU test was not wide enough, like missing 8-core tier (???)
[hr]
by the way, the NTK will have Factorio, does that mean this game is originated in Czech?
- Sun May 06, 2018 2:34 am
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 76905
Re: Speed modules are sometimes more efficient than Efficiencies
what about raising the energy reduction to 80% for tier 3? It would not be very useful I'm afraid. Players are always looking for some measurement of VALUE out of a module: - energy savings - Ammo savings - extra production Ultimately it all boils down to 1 value: Resources. Efficiency 1 modules ha...
- Fri May 04, 2018 3:13 pm
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 76905
Re: Speed modules are sometimes more efficient than Efficiencies
will this be a reason efficiency module is underpowered? i think this case will still need a lot of first tier module, but very useful when you are building a mega base, which produces numbers of such modules, making efficiency in most of the intermediate production useless. especially in peaceful m...
- Sun Apr 08, 2018 4:06 am
- Forum: News
- Topic: Price change
- Replies: 108
- Views: 44533
Re: Price change
subscriptions are a hideous milking cow that will scare gamers away, rather then bond them to the game. Since the devs don't care a bout the .99 marketing scam and there's also a non-steam version, this will never happen. They're old-school and honest towards their public, which is a big part of th...
- Wed Apr 04, 2018 9:02 am
- Forum: Ideas and Suggestions
- Topic: balancing on achievement with peaceful mode, and one new
- Replies: 0
- Views: 970
balancing on achievement with peaceful mode, and one new
i don't know if you guys would agree with this, but some of the achievements are achieveable in peaceful mode so i would wish to have the following changes: make these achievement available in peaceful: 1. steam all the way (why not?) 2. finish in 15 hours and 8 hours. (i don't really see point of w...
- Tue Mar 27, 2018 2:29 am
- Forum: Balancing
- Topic: Flying Robot Frame should require plastic instead of steel
- Replies: 13
- Views: 5794
Re: Flying Robot Frame should require plastic instead of steel
i think that the recipe for bots should be balanced too, but must be equal. plastic alone is very questionable here, we don't even know which kind of plastic factorio itself is defined (hard or soft? flexibility?). why not replacing 3 green circuit by a red one compared to the current?
- Sat Mar 17, 2018 8:12 am
- Forum: Energy Production
- Topic: Big almost ideal solar array (BAISA)
- Replies: 4
- Views: 8198
Re: Big almost ideal solar array (BAISA)
http://preview.ibb.co/neJu7x/image.png the picture above indicates the method to result 100% space efficiency. i am still in the dark of the rest, but if you get excess with solar panel, just replace all solar panels by accumulators. by the way i think your array is too distant to construction robo...
- Tue Jan 09, 2018 8:19 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 399997
Re: Friday Facts #224 - Bots versus belts
as a pro-robot player, i have had mentioned that i am not amused at all to remove, nerf an/or penalise the bot users, i have gotten a probably better solution: i don't sure if this would be efficient, at least this will be more balanced than nerfing the bots severely affecting the bot users. which i...
- Sat Jan 06, 2018 9:52 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 399997
Re: Friday Facts #224 - Bots versus belts
Bye bots ! Bots ruin the end-game gameplay. They ruin it because there is no limitation (or so little with the charging process) and you can just get out of belt. Can I suggest you to just put some limitation ? - Bot carry only one item. - Only one Bot at a time moving good to a requester chest (ca...
- Sat Jan 06, 2018 8:45 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 399997
Re: Friday Facts #224 - Bots versus belts
and or nerf solar. this suggestion will often lead the late game to be vulnerable in regard of sustainability (and practically poor resources of such) if all the oil fields found fail to supply the electric network completely, as coal has less energy than oils or something and is theoretically limi...
- Sat Jan 06, 2018 8:16 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 399997
Re: Friday Facts #224 - Bots versus belts
in a nutshell if you are anti-logistic , consuming a certain amount of energy is already a penalty to use the flying robots, no matter how this can be addressed easily by such as adding more solar panel, because belts do not even use energy. despite for rail, they use generally little. actually if ...