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 ...
Search found 31 matches
- Sat May 17, 2014 10:58 am
- Forum: General discussion
- Topic: Factorio is... Too cheap?!!!
- Replies: 24
- Views: 13069
- Tue May 06, 2014 3:27 pm
- Forum: News
- Topic: Factorio Facts #31
- Replies: 34
- Views: 36106
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 ...
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 ...
- Tue May 06, 2014 10:14 am
- Forum: News
- Topic: Factorio Facts #31
- Replies: 34
- Views: 36106
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 ...
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 ...
- Sun Apr 27, 2014 12:22 pm
- Forum: News
- Topic: Factorio Facts #31
- Replies: 34
- Views: 36106
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 ...
- Sat Apr 26, 2014 6:32 pm
- Forum: General discussion
- Topic: What happens if you drink a science pack?
- Replies: 7
- Views: 4218
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
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

- Fri Apr 25, 2014 3:15 am
- Forum: General discussion
- Topic: How long until biters attack?
- Replies: 7
- Views: 4810
Re: How long until biters attack?
Good to know 

- Thu Apr 24, 2014 3:54 pm
- Forum: General discussion
- Topic: How long until biters attack?
- Replies: 7
- Views: 4810
Re: How long until biters attack?
So the radar finally has a functionality even in Freeplay?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.
- Wed Apr 23, 2014 8:02 pm
- Forum: Wiki Talk
- Topic: Wiki: Current prios
- Replies: 24
- Views: 26290
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 the only ...
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 the only ...
- Wed Jun 26, 2013 4:30 pm
- Forum: Mods
- Topic: [MOD 0.4.x] Factorio Clock
- Replies: 15
- Views: 17891
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 ...
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 ...
- Wed Jun 26, 2013 2:17 pm
- Forum: Modding help
- Topic: GUI-Element Font-Properties in 0.5.2
- Replies: 2
- Views: 3064
Re: GUI-Element Font-Properties in 0.5.2
Ah, thanks, that solved it 

- Wed Jun 26, 2013 12:26 pm
- Forum: Modding help
- Topic: GUI-Element Font-Properties in 0.5.2
- Replies: 2
- Views: 3064
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 .font-property of my ...
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 .font-property of my ...
- Thu May 30, 2013 10:44 am
- Forum: Ideas and Suggestions
- Topic: Item Recycling/Recycler/Scrap Yard (merged topics)
- Replies: 33
- Views: 34353
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 ...
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 ...
- Thu May 30, 2013 1:11 am
- Forum: Ideas and Suggestions
- Topic: Item Recycling/Recycler/Scrap Yard (merged topics)
- Replies: 33
- Views: 34353
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 ...
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 ...
- Wed May 29, 2013 10:00 pm
- Forum: Ideas and Suggestions
- Topic: A "portal" chest
- Replies: 5
- Views: 13270
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
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
- Mon May 27, 2013 1:33 pm
- Forum: Ideas and Suggestions
- Topic: Open cut mining (mining + changing landscape)
- Replies: 12
- Views: 8174
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 ...
the problem I see with your suggestion is exactly the thing mentioned above ...
- Wed May 22, 2013 9:32 am
- Forum: Ideas and Suggestions
- Topic: IDs for Smart Chests/Inserters + Network Status + Warnings
- Replies: 1
- Views: 5042
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 ...
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 ...
- Wed May 22, 2013 7:55 am
- Forum: Ideas and Suggestions
- Topic: Some ideas for more usefull trains.
- Replies: 21
- Views: 23864
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 drive to a ...
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 drive to a ...
- Wed May 22, 2013 12:23 am
- Forum: General discussion
- Topic: About the war / objectives
- Replies: 3
- Views: 6936
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 ...
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 ...
- Wed May 22, 2013 12:10 am
- Forum: Ideas and Suggestions
- Topic: Little things :D
- Replies: 16
- Views: 21929
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 ...
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 ...
- Tue May 21, 2013 5:27 am
- Forum: Implemented Suggestions
- Topic: Technology Tree
- Replies: 11
- Views: 17807
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
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