Search found 27 matches

by Kokelvogel
Sat May 16, 2015 2:37 pm
Forum: General discussion
Topic: Player colour in single player mode?
Replies: 11
Views: 16896

Re: Player colour in single player mode?

No.. I was implying that it should be: /c game.player s [1].color={g=50,b=200,r=200,a=.9} Edit: Now that I think about it, if it's single player you don't need the [1] in there. So it'd be just: I play single player, I tried changing my colour and it only worked when I put in the [1] :shock: Either...
by Kokelvogel
Sat May 16, 2015 2:04 pm
Forum: Ideas and Suggestions
Topic: Blueprint: Better feedback
Replies: 2
Views: 446

Re: Blueprint: Better feedback

Thank you very much, daniel :) Being able to scroll out further should help some. I'd still like to have a pre-blueprint, though, because: If it starts placing without me knowing what the obstruction is, then it just might be an "obstruction" I do not want to tear down (e.g. part of my production li...
by Kokelvogel
Sat May 16, 2015 1:46 pm
Forum: Ideas and Suggestions
Topic: Ingame notepad
Replies: 11
Views: 1934

Re: Ingame notepad

The idea to combine notes and timers is very good. It would make a time feature "complete". Some kind of schedule. Could be very helpful for people, which want to make a speedrun. Or to remember to taking the laundry out of the washing machine. :) On the other hand: I have only the problem, to remi...
by Kokelvogel
Sat May 16, 2015 1:15 pm
Forum: Ideas and Suggestions
Topic: Better “No Path” feedback for trains
Replies: 14
Views: 4462

Re: Better “No Path” feedback for trains

@ssilk: I agree that it would be best if you were stopped from even placing something wrong. But wouldn't that mean you'd have to build in a fixed order: 1. tracks 2. stops 3. signals Yes and no. A check can only happen, when you connect the railway-elements together by tracks. Before that, no chec...
by Kokelvogel
Sat May 16, 2015 11:21 am
Forum: Ideas and Suggestions
Topic: Blueprint: Better feedback
Replies: 2
Views: 446

Blueprint: Better feedback

What I did: I blueprinted a part of my rail-system that is bigger than the part of the map you can see, even on maximum scroll-out. I then wanted to use it but it wouldn't "stick" to the place I assigned it to be built. Of course, I knew that there was an obstruction and that was the reason I couldn...
by Kokelvogel
Sat May 16, 2015 11:04 am
Forum: Gameplay Help
Topic: Coordinate system?
Replies: 4
Views: 9676

Coordinate system?

This is my weekly "Am I blind or what?" question: Does the game have a coordinate system? I know about the grid (which isn't at all what I mean) and I have found the f5 etc. function keys. But that's not what I want. It could help you to know the exact distance between places which in turn could hel...
by Kokelvogel
Sat May 16, 2015 10:48 am
Forum: Ideas and Suggestions
Topic: Better “No Path” feedback for trains
Replies: 14
Views: 4462

Re: Better “No Path” feedback for trains

@ssilk: I agree that it would be best if you were stopped from even placing something wrong. But wouldn't that mean you'd have to build in a fixed order: 1. tracks 2. stops 3. signals Admittedly, that is how I do it now anyway (as it is easier on my brain). And couldn't you still end up with situati...
by Kokelvogel
Sat May 16, 2015 10:30 am
Forum: Ideas and Suggestions
Topic: Ingame notepad
Replies: 11
Views: 1934

Ingame notepad

I guess you COULD play Factorio without planning ahead :shock: I don't. So, it is a pretty normal experience that I will do something while at the same time having some sort of (of course "evil") masterplan in my mind. A plan I might add, that hinges on me actually remembering it and doing stuff lat...
by Kokelvogel
Sat May 16, 2015 9:03 am
Forum: Ideas and Suggestions
Topic: Better “No Path” feedback for trains
Replies: 14
Views: 4462

Re: Better “No Path” feedback for trains

... On reflection as far as signal problems are concerned I would say we are just as likely to refactor the whole signal set up to sort out the situation as make minor adjustments making detailed pin-pointing of signal errors potentially superfluous. Just knowing for sure it is a signal problem wou...
by Kokelvogel
Thu May 14, 2015 6:05 pm
Forum: Gameplay Help
Topic: looking for ways to make factorio fun again
Replies: 12
Views: 4054

Re: looking for ways to make factorio fun again

Research: If you do not want to repeat the research-cycle every time you start a new game you can also go sandbox. Fun: What keeps me interested and playing is that there is to me no fixed end-game I want to reach. Researching the technology to its fullest is just a station on my loooooooooooooong w...
by Kokelvogel
Wed May 13, 2015 10:05 am
Forum: Gameplay Help
Topic: Boilers
Replies: 4
Views: 1788

Re: Boilers

Have you done all according to https://forums.factorio.com/wiki/index.php?title=Electricity/Fuel_powered ? Also, by left-clicking on a pole you can check your electricity network data. Here's the wiki link https://forums.factorio.com/wiki/index.php?title=Electricity/Electric_network_infoscreen When ...
by Kokelvogel
Mon May 11, 2015 12:52 pm
Forum: General discussion
Topic: Best Game of 2015? Hell Yes!
Replies: 11
Views: 3954

Re: Best Game of 2015? Hell Yes!

... Anyway, welcome to the Factorio Addiction Support Foru... Ahem.. Factorio forums! We support each other in keeping up the addiction? :D I must admit that I tend to be serially monogamous when it comes to games, i.e. I find something I like, I play it pretty much exclusively for a while, I final...
by Kokelvogel
Tue May 05, 2015 8:40 pm
Forum: Gameplay Help
Topic: Factorio 0.11.22 Production Sheet
Replies: 0
Views: 1847

Factorio 0.11.22 Production Sheet

This is a list of things you can produce (factorio version 0.11.22 w/o mods and with peace mod advanced), except for raw materials i.e. ores, water, crude oil, raw wood and alien artifacts for normal mode. I have ordered things according to how many steps ("tiers") are needed to fabricate them. The ...
by Kokelvogel
Tue May 05, 2015 7:43 pm
Forum: Gameplay Help
Topic: Icons for vehicles on map?
Replies: 9
Views: 2701

Re: Icons for vehicles on map?

Lee_newsum wrote:From https://forums.factorio.com/wiki/inde ... %26_Tricks

you can put a "Train stop" next to you tank or some think to come back for.
Great idea! I'll do just that (and stop littering the landscape with tanks ...). Now, to come up with good names: Red Slippers? Tomato-Wiper?
by Kokelvogel
Sun May 03, 2015 5:36 pm
Forum: News
Topic: Friday Facts #84 - The wedding day preprations
Replies: 54
Views: 27080

Re: Friday Facts #84 The wedding day preprations

I assume you mean this peace mod ? I've looked at it myself, but i feel like it goes a bit too far. That's the one :) As for going too far, that again is a question of how you want to play. Sure, the original game forces you to balance your gameplay, even putting you under a certain amount of press...
by Kokelvogel
Sun May 03, 2015 12:33 pm
Forum: General discussion
Topic: The most useless thing in game.
Replies: 76
Views: 22218

Re: The most useless thing in game.

I don't like the car. It's useless within my bases (too crowded for driving at any speed) and useless outside as soon as you run into a forrest (which I always do sooner or later). Nor do I use burner inserters as I prefer an emergency-only boiler/steam engine set-up. My favourite ingame items are c...
by Kokelvogel
Sun May 03, 2015 11:54 am
Forum: News
Topic: Friday Facts #84 - The wedding day preprations
Replies: 54
Views: 27080

Re: Friday Facts #84 The wedding day preprations

... I, for one, also would like for the focus of the game to not be forgotten. This isn't "Alien Shooting Game 2102", or "Tower Defence Game 1762". This is Factorio, Listen to that name. Taste it. FACT-TO-RI-O. ... Absolutely true for me, too. I stumbled across factorio via worth a buy and was fasc...
by Kokelvogel
Fri May 01, 2015 2:48 pm
Forum: Gameplay Help
Topic: Icons for vehicles on map?
Replies: 9
Views: 2701

Re: Icons for vehicles on map?

Okay, thank you aka13. I hadn't come to the point where I thought I needed radar. I have so far played with the settings on no initial attack by aliens: Build a base, maybe go out and take out aliens sitting where I want to go, then build walls to keep them out. Rinse and repeat as needed. Again, th...
by Kokelvogel
Fri May 01, 2015 8:54 am
Forum: Gameplay Help
Topic: Icons for vehicles on map?
Replies: 9
Views: 2701

Re: Icons for vehicles on map?

One thing I'm missing is vehicle icon on minimap. Would make it easier to find that car you parked somewhere.. around (happens to often for me). Would also help with certain train problems (aka walking around and train comes and.. ouch). I'd second that :) But then the question is, how much info sh...
by Kokelvogel
Fri May 01, 2015 8:50 am
Forum: Gameplay Help
Topic: Icons for vehicles on map?
Replies: 9
Views: 2701

Re: Icons for vehicles on map?

Vehicles appear on the map as a triangle (red with a blue border, if I recall correctly). It is hard to see in farther zooms, though, and I personally think it should be made a bit bigger... Thanks for answering what must seem a stupid question to you. But that icon disappeared once I was far enoug...

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