Search found 2417 matches
- Sat Mar 02, 2019 7:05 pm
- Forum: Technical Help
- Topic: Cracked Factorio PROBLEMS?!?! FIX THIS!
- Replies: 23
- Views: 46455
Re: Cracked Factorio PROBLEMS?!?! FIX THIS!
Copyright infringement is not the same thing as stealing. It's not legal either. Here's one reason why DRM is bad : https://www.technologizer.com/2012/01/23/why-history-needs-software-piracy/ What do you mean by "like other games" ? The Big List of DRM-Free Games on Steam https://www.gog.c...
- Sat Mar 02, 2019 6:58 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66811
Re: Friday Facts #284 - 0.17 experimental
the campaign (which is what this is and what the devs say it is, even though it seems to replace any and all tutorials) Uh, the previous FFF was pretty clear about it ? Introduction Campaign (NPE/Tutorial/Demo) With 0.17, we will be releasing the first public version of the new Introduction Campaig...
- Sat Mar 02, 2019 6:33 pm
- Forum: Not a bug
- Topic: Fast Inserters not working by turns
- Replies: 3
- Views: 1179
Re: Fast Inserters not working by turns
Hmm, could you please press Shift+Space (or enable grid from debug) ?
I seem to remember reading that this kind of inserter logic could sometimes be affected by them being located in different chunks?
I seem to remember reading that this kind of inserter logic could sometimes be affected by them being located in different chunks?
- Sat Mar 02, 2019 6:23 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66811
Re: Friday Facts #284 - 0.17 experimental
Huh. And it can save without even pausing the simulation for a noticeable number of ticks?
(Though now that I think of it, it does have to do something like that each time a new player joins in MP...)
(Though now that I think of it, it does have to do something like that each time a new player joins in MP...)
- Sat Mar 02, 2019 6:20 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 39007
Re: RSO for 0.17
Thanks, I indeed love Railworld-like settings, and was actually playing with the RSO settings when 0.17 dropped - (for Py, removing the "starting ores", but still having a viable game start) - but what I actually meant by my question is whether Orzelek can make so that RSO changes the Rail...
- Sat Mar 02, 2019 6:14 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3788
- Views: 1420985
Re: Development and Discussion
I know that this goes a bit against the Factorio spirit (and Lazy Bastard spirit even more), but since those are catalysts, and are consumed rather slowly, have you tried resupplying them "manually" ?
(Or maybe with LogiCarts?.)
(Or maybe with LogiCarts?.)
- Sat Mar 02, 2019 6:08 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66811
Re: Friday Facts #284 - 0.17 experimental
Please change the game so that you aren't interrupted anymore by the game saving. I mean every other games does this why you don't manage it in Factorio? They don't ? And Factorio probably can't, because of how the simulation works. (Check the save sizes!) (Do you think that it can specifically be ...
- Sat Mar 02, 2019 6:01 pm
- Forum: Technical Help
- Topic: Cracked Factorio PROBLEMS?!?! FIX THIS!
- Replies: 23
- Views: 46455
Re: Cracked Factorio PROBLEMS?!?! FIX THIS!
What are you talking about?
Factorio doesn't have DRM in the first place, except for the official mod portal, and this optional "Verify user identity" MP checkbox...
(EDIT : Also the auto-updater.)
And how would DRM help a game to get known??
Factorio doesn't have DRM in the first place, except for the official mod portal, and this optional "Verify user identity" MP checkbox...
(EDIT : Also the auto-updater.)
And how would DRM help a game to get known??
- Sat Mar 02, 2019 5:13 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66811
Re: Friday Facts #284 - 0.17 experimental
I miss ruins. The "hidden" easter eggs (and the not hidden Solid Fuel) are pretty cool ! It's a shame though that biters are tame by that point, so you don't really have to fight them for those... (On the other hand, would most people bother to ?) It's likely to be pretty hard to power th...
- Sat Mar 02, 2019 4:34 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66811
Re: Friday Facts #284 - 0.17 experimental
Indeed :
P.S.: I actually triggered the first wave unwittingly, trying to "save" Compilatron...
P.S.: I actually triggered the first wave unwittingly, trying to "save" Compilatron...
- Sat Mar 02, 2019 4:26 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 39007
Re: RSO for 0.17
Ok, I wasn't sure about how RSO worked with Frequency, thanks !
- Sat Mar 02, 2019 4:18 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66811
Re: Friday Facts #284 - 0.17 experimental
Oh, inserting items by hand into assemblers ? That got me as an "experienced player", scaling attacks up too early... had to reload.
- Sat Mar 02, 2019 3:47 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66811
Re: Friday Facts #284 - 0.17 experimental
Uh, this was *already* the case, even with spawners absorbing unlimited pollution... (also, you're not wasting iron if you use flame/laser turrets.)
- Sat Mar 02, 2019 3:46 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66811
Re: Friday Facts #284 - 0.17 experimental
The attack system emulates Freeplays pollution system. If you pollute hard, you are attacked hard. The only difference is that the 'price' of a biter is lowered inversely to how far you are through the final research. Ooh, then it's *both* ! I thought that it couldn't possibly be pollution based, c...
- Sat Mar 02, 2019 2:23 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 39007
Re: RSO for 0.17
Oh, you mean that if you set size to x3, RSO will increase it even more ?
And that RSO is now not affected by Frequency ?
Can you mod the vanilla Railworld preset ? (or at least add a "RSO Railworld" preset...)
And that RSO is now not affected by Frequency ?
Can you mod the vanilla Railworld preset ? (or at least add a "RSO Railworld" preset...)
- Sat Mar 02, 2019 11:48 am
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 13916
Re: blue and yellow assembler are worse than grey
Higher tier assemblers produce less pollution and support modules. At the cost of increased power consumption and build cost. Works as intended. Yeah, assuming the wiki is right , 2 Ass2 : 1.5 crafting speed, 4.8 PU/s, 310kW (+4.77 PU/s from boiler for 9.57 PU/s total*) 3 Ass1 : 1.5 crafting speed,...
- Sat Mar 02, 2019 11:37 am
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 13916
Re: blue and yellow assembler are worse than grey
Space *does* matter in Factorio :
- having to clear biters
- beacon ranges
- more belts needed
- plain different designs if you mix T1 and T2+ assemblers (for fluids/modules)...
- having to clear biters
- beacon ranges
- more belts needed
- plain different designs if you mix T1 and T2+ assemblers (for fluids/modules)...
- Sat Mar 02, 2019 11:04 am
- Forum: Implemented Suggestions
- Topic: Persistant notifications to the player when queued researches are completed
- Replies: 21
- Views: 5540
Re: Research Queue Tweak
IIRC the speedrunners that use real time* usually play (alone in) multiplayer because research isn't paused there...
*why using real time when Factorio has an UPS-tied timer ?!?
*why using real time when Factorio has an UPS-tied timer ?!?
- Sat Mar 02, 2019 10:59 am
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 39007
Re: RSO for 0.17
Wait, are you saying that you're not supposed to use the vanilla resource settings at all when using RSO ?
- Sat Mar 02, 2019 10:57 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3788
- Views: 1420985
Re: Development and Discussion
Perhaps you could get a "tree farm" feeling by emphasizing the use of space as a cost. Make them even slower but very low electricity, the biological equivalent to solar panels. Emphasizing the use of space as a cost seems to be what the Farms (unlike A(r)boretums) are already for. (Thoug...