Search found 31 matches

by DexterNemrod
Sat May 17, 2014 10:58 am
Forum: General discussion
Topic: Factorio is... Too cheap?!!!
Replies: 24
Views: 10380

Re: Factorio is... Too cheap?!!!

I understand your objections. But there are other ways to look at it. When I browse games on steam, I don't usually take games that are very cheap seriously, I prefer to pay 20Euro for great game, than to waste time on bad game for 10Euro, and I believe lot of other people think this way. I have ve...
by DexterNemrod
Tue May 06, 2014 3:27 pm
Forum: News
Topic: Factorio Facts #31
Replies: 34
Views: 31936

Re: Factorio Facts #31

Actually what you write is IMHO even more of an argument to keep the moddability as large as possible. It is like in Kerbal Space Program ... the game itself already is great ... but the fact that you have a large variety of Mods (that are easily installable and also can be searched/accessed from a ...
by DexterNemrod
Tue May 06, 2014 10:14 am
Forum: News
Topic: Factorio Facts #31
Replies: 34
Views: 31936

Re: Factorio Facts #31

Just to be sure - this also means Greenlight campaign starting May 1st, right? About that ... we decided to give it some more time :) Should probably see about multiplayer before committing to Greenlight. Factorio works very well as single player ... don´t think that Multiplayer for a game like Fac...
by DexterNemrod
Sun Apr 27, 2014 12:22 pm
Forum: News
Topic: Factorio Facts #31
Replies: 34
Views: 31936

Re: Factorio Facts #31

This is great news indeed! This is exactly what we were trying to achieve all the time. To make it interesting and complex enough to hook people, but not complicated too much so new players will not be discouraged. You did quite a good job at the balance, I think. I'm one of those dwarf fortress, e...
by DexterNemrod
Sat Apr 26, 2014 6:32 pm
Forum: General discussion
Topic: What happens if you drink a science pack?
Replies: 7
Views: 3494

Re: What happens if you drink a science pack?

I would prefer to drink the green potions.
They include inserters, hopefully resulting in me gaining new appoendages in addition to my arms/hands,
allowing me to carry more stuff and doing more things at the same time :mrgreen:
by DexterNemrod
Fri Apr 25, 2014 3:15 am
Forum: General discussion
Topic: How long until biters attack?
Replies: 7
Views: 4001

Re: How long until biters attack?

Good to know :)
by DexterNemrod
Thu Apr 24, 2014 3:54 pm
Forum: General discussion
Topic: How long until biters attack?
Replies: 7
Views: 4001

Re: How long until biters attack?

Drury wrote:Press alt key to see pollution on your minimap. Press M for full map preview.

Build a radar to uncover chunks in a large area over time. As soon as the pollution reaches them, they get angry.
So the radar finally has a functionality even in Freeplay?
by DexterNemrod
Wed Apr 23, 2014 8:02 pm
Forum: Wiki Talk
Topic: Wiki: Current prios
Replies: 24
Views: 23316

Re: Wiki: Current prios

Maybe it would be a good idea to check the existing recipe entries. I just discovered that the recipe for Science 2 has changed (needing an Inserter instead of "just" an electronic circuit). (dunno when it has changed, since I didn´t play Factorio for quite a while ... but perhaps it isn´t...
by DexterNemrod
Wed Jun 26, 2013 4:30 pm
Forum: Mods
Topic: [MOD 0.4.x] Factorio Clock
Replies: 15
Views: 16240

Re: [MOD 0.4.x] Factorio Clock

Oops, had I looked into my htread a little bit earlier I wouldn´t have had to ask about the font-problem. Well, new version of the Clock-Mod for version 5.2 of Factorio. Now, with minutes (as zlosynus wanted) and using the format that kovario suggested (with ontick-specific event requery). I dropped...
by DexterNemrod
Wed Jun 26, 2013 2:17 pm
Forum: Modding help
Topic: GUI-Element Font-Properties in 0.5.2
Replies: 2
Views: 2611

Re: GUI-Element Font-Properties in 0.5.2

Ah, thanks, that solved it :)
by DexterNemrod
Wed Jun 26, 2013 12:26 pm
Forum: Modding help
Topic: GUI-Element Font-Properties in 0.5.2
Replies: 2
Views: 2611

GUI-Element Font-Properties in 0.5.2

Seems like I have a problem to set the font of my GUI-Label in the new version. I use basically: game.player.gui.left.add{type="label", name="myLabelName"} game.player.gui.left.myLabelName.font={[my Font Defines i.e. color, bold]} And the system seems to have problem find the .fo...
by DexterNemrod
Thu May 30, 2013 10:44 am
Forum: Ideas and Suggestions
Topic: Item Recycling/Recycler/Scrap Yard (merged topics)
Replies: 33
Views: 29280

Re: Item Recycling/Recycler/Scrap Yard (merged topics)

Which is no problem if the assumption made by you in another post above is correct, that is: Stack = ItemID + Count With ItemID being the same for an item regardless of the way it was produced. To reflect the different ways of construction the item could just have different recipes for this item in ...
by DexterNemrod
Thu May 30, 2013 1:11 am
Forum: Ideas and Suggestions
Topic: Item Recycling/Recycler/Scrap Yard (merged topics)
Replies: 33
Views: 29280

Re: Scrap Yard

IMHO a good idea ... but it should work with slight losses (after all, that´s what you normally have in recycling as well) Maybe it could work like some kind of reverse factory ... you enter which recipe your scrapyard factory should produce and you enter the products and afterwards get the raw mate...
by DexterNemrod
Wed May 29, 2013 10:00 pm
Forum: Ideas and Suggestions
Topic: A "portal" chest
Replies: 5
Views: 12125

Re: A "portal" chest

I agree with the 2 posters above me.

Transporter chests would definitely make our lives too easy/deviate too much from the challenge of having to design conveyor belt line/railtracks in order to transport stuff
by DexterNemrod
Mon May 27, 2013 1:33 pm
Forum: Ideas and Suggestions
Topic: Open cut mining (mining + changing landscape)
Replies: 12
Views: 6820

Re: Open cut mining

I for my part always saw our current mining as open cut mining (sans the deploying of the emaining material somewhere else (but instead using it to fill the cavity again, after all iron/copper/coal has been removed) ... the problem I see with your suggestion is exactly the thing mentioned above ... ...
by DexterNemrod
Wed May 22, 2013 9:32 am
Forum: Ideas and Suggestions
Topic: IDs for Smart Chests/Inserters + Network Status + Warnings
Replies: 1
Views: 4672

IDs for Smart Chests/Inserters + Network Status + Warnings

As the title says ... it would be extremly useful to have (at least) all smart inserters and smart chests identified with an ID (together with some kind of search function that lets you focus on the looked for smart chest/inserter ID). Also it would be useful to have a list of all red/green networks...
by DexterNemrod
Wed May 22, 2013 7:55 am
Forum: Ideas and Suggestions
Topic: Some ideas for more usefull trains.
Replies: 21
Views: 20982

Re: Some ideas for more usefull trains.

At least in concept something similar exists for Steam locomotives. So called Fireless locomotives . They wouldn´t produce the steam (to power them) themselves, but instead would carry some kind of "Steam Accumulator" with them, that stored Steam. Every now and then they would have to driv...
by DexterNemrod
Wed May 22, 2013 12:23 am
Forum: General discussion
Topic: About the war / objectives
Replies: 3
Views: 6380

Re: About the war / objectives

Regarding attacking ... the spawners guarded by normal towers are rather simple to defeat, right .... but if you wander a certain distance south (also is valid for wandering north I assume) of the map equator, you might find spawners guarded by rocket towers. Regarding attacks (in their current form...
by DexterNemrod
Wed May 22, 2013 12:10 am
Forum: Ideas and Suggestions
Topic: Little things :D
Replies: 16
Views: 19706

Re: Little things :D

I also agree ... especially with switches (maybe even for the factories themselves)... switching off the power would be extremly useful when I repair or upgrade my production facilities (for example putting in new types of inserters) or when I build completely new production tracts always better to ...
by DexterNemrod
Tue May 21, 2013 5:27 am
Forum: Implemented Suggestions
Topic: Technology Tree
Replies: 11
Views: 16704

Re: Technology Tree

Civ (and I think a few other 4X games employing tech trees as well) had it implemented (at least in later versions),
that you could just click on a technology (even if the prerequisites weren´t met) and the game would automatically select all prerequisites for research

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