The landscape looks amazing!
I really hope it comes with some new enemies as well
Search found 95 matches
- Fri Nov 24, 2023 1:59 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 36160
- Sat Apr 17, 2021 9:48 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183594
Re: Friday Facts #365 - Future plans
My biggest late-game headache is "oh, have to stop building to send out the Destroyer train again (2 engines, 1 tanker, 6 arty wagons w/ 600 rounds of ammo) and then babysit/repair whatever arty base full of turrets is closest to the enemy while it drives back the biters." Since I run one...
- Fri Aug 14, 2020 11:29 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 118197
Re: Friday Facts #360 - 1.0 is here!
Congrats, and spidertron, yay!
- Sat Apr 27, 2019 8:26 pm
- Forum: Duplicates
- Topic: [0.17.34] - MP defregmenting input action crash
- Replies: 1
- Views: 1855
[0.17.34] - MP defregmenting input action crash
The game crashed after managing to connect to the (very laggy) server, after about 2 seconds of gameplay (in which I began walking around) after the game got unpaused, but also about at the time when the stresstest was being ended. Here is the relevant part of the log. OS: Linux, using Steam. Intel ...
- Sat Mar 30, 2019 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 19346
Re: Circuit Network to read Rocket Silo Progress
+1 on this one, I was surprised this is not possible. It would be great to be able to read the percentage or total current progress with circuit network. I wanted to connect lamp indicators to show progress. If you can read fluid levels from vats, why not also rocket progress from rocket silo? Solut...
- Fri Mar 29, 2019 4:01 pm
- Forum: Releases
- Topic: Version 0.17.22
- Replies: 5
- Views: 8429
Re: Version 0.17.22
> Fixed biters ignoring the player when building a new base.
Ha! I thought they were just in very deep concentration (cocooning) for base building
Ha! I thought they were just in very deep concentration (cocooning) for base building
- Thu Mar 14, 2019 10:53 pm
- Forum: Gameplay Help
- Topic: Trash slots chest: storage chest filled up with requested items...
- Replies: 2
- Views: 1378
Trash slots chest: storage chest filled up with requested items...
Hi, I built a logistics "Storage chest" with the entention that the robots would empty my trash slots into it. They did empty my trash slots into it, but they also immediately filled up the ENTIRE chest chock full with transport belts. Transport belts are an item in my logistics requestor ...
- Thu Mar 14, 2019 10:19 pm
- Forum: Releases
- Topic: Version 0.17.12
- Replies: 28
- Views: 21662
Re: Version 0.17.12
Awesome to have those stats! I was using the /evolution command a lot lately, especially to check when I'd get behemoths. Seeing the evolution rate and behemoth percentage easily on the spawner now is great
- Mon Mar 11, 2019 5:53 pm
- Forum: Releases
- Topic: Version 0.17.10
- Replies: 18
- Views: 15645
Re: Version 0.17.10
Nice! What I'd still like to see is: -way to move items (shortcuts) in the quickbar by dragging them, the middle click method is too much hassle (middle clicking itself is fine, but if you want to swap two items you need to temporarily use a third slot to put one...) -way to open all your blueprints...
- Thu Mar 07, 2019 4:43 pm
- Forum: Gameplay Help
- Topic: Nuclear fuel in tank after using solid fuel
- Replies: 4
- Views: 2010
Re: Nuclear fuel in tank after using solid fuel
Alright, got it. In that case it was a psychological effect "I got nuclear fuel in my tank! It feels so much faster now!". Must have been truly faster only once that solid fuel ran out
- Thu Mar 07, 2019 4:08 pm
- Forum: Gameplay Help
- Topic: Turbines not working. Why?
- Replies: 6
- Views: 13758
Re: Turbines not working. Why?
Great, so that means I can add 4 more heat exchangers per reactor in my setup (8 heat exchangers per reactor, 16 turbines per reactor, for 1x2 reactors), and if I later upgrade to 2x2 reactor, I should be able to get 12 heat exchangers per reactor (for a total of 48), correct? With so much power, on...
- Thu Mar 07, 2019 2:54 pm
- Forum: Gameplay Help
- Topic: Nuclear fuel in tank after using solid fuel
- Replies: 4
- Views: 2010
Nuclear fuel in tank after using solid fuel
Hi, I'm wondering if the following observations are correct: 1.) When driving the tank, a piece of fuel you put in the slot immediately disappears, and fills up the red bar. So you no longer see the item, but the fuel is in the tank now. 2.) If you drive with solid fuel and swap out the solid fuel f...
- Tue Mar 05, 2019 11:27 pm
- Forum: Gameplay Help
- Topic: Turbines not working. Why?
- Replies: 6
- Views: 13758
Re: Turbines not working. Why?
Thanks for that! I improved the layout now, 4 heat exchangers per reactor with two turbines for each heat exchanger. Much more power
- Tue Mar 05, 2019 9:57 pm
- Forum: Gameplay Help
- Topic: Turbines not working. Why?
- Replies: 6
- Views: 13758
Turbines not working. Why?
See the screenshot: 4 turbines are working, but 4 turbines to the right are not working. They also don't work at night, and there is too little power production then (too little power available at night), so it's not due to not consuming enough electricity. Is it the pipes (which are for walkthrough...
- Tue Mar 05, 2019 1:57 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 43646
Re: Version 0.17.5
I use the GOG version, and I can only update to version 17.01, how can I update to this version? The original post said: We're having problems with our automatic updater at the moment, so please use Steam, or download the full installation at http://www.factorio.com/download/experimental. Does that...
- Sat Mar 02, 2019 9:00 pm
- Forum: Releases
- Topic: Version 0.17.4
- Replies: 54
- Views: 34389
Re: Version 0.17.4
With the current blueprint design, I don't understand why the "blueprint book" button in the bar at the bottom doesn't just show my blueprints and allow to use them? Instead all it does is make the mouse pointer a blueprint book to put in the inventory. But when we have this nice bar at th...
- Sat Mar 02, 2019 1:15 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73758
Re: Friday Facts #284 - 0.17 experimental
I had the game hang (happened shortly after setting up a chemical process building, when trying to kill its process steam too got killed). Does it still create a crash report in that case, or how can you debug hangs?
- Fri Mar 01, 2019 6:07 pm
- Forum: Duplicates
- Topic: [0.17.3] UI unresponsive to mouse
- Replies: 9
- Views: 3063
Re: [0.17.3] UI unresponsive to mouse
Update: after trying out various things, the UI came back!
Possibly zooming in and out with the scrollwheel is what made the UI work again.
Any ideas?
Possibly zooming in and out with the scrollwheel is what made the UI work again.
Any ideas?
- Fri Mar 01, 2019 6:05 pm
- Forum: Duplicates
- Topic: [0.17.3] UI unresponsive to mouse
- Replies: 9
- Views: 3063
[0.17.3] UI unresponsive to mouse
Hi, I don't know what triggered it, but while playing the UI suddenly became unresponsive to mouse. Keyboard shortcuts still work, e.g. escape brings up the game menu, but clicking with the mouse on resume does nothing. Clicking with the mouse on any item in the inventory, quick bar, ... does nothin...
- Thu Feb 28, 2019 1:20 pm
- Forum: Releases
- Topic: Version 0.17.2
- Replies: 50
- Views: 36727
Re: Version 0.17.2
I see! I'm currently using the toolbar more in a way that grows together with my base, so do need to rearrange things in it quite often
Got a military and a factory building one so far and soon will have to start adding an oil/pipes related one
Got a military and a factory building one so far and soon will have to start adding an oil/pipes related one