Search found 57 matches
- Fri Apr 12, 2024 4:48 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32735
Re: Friday Facts #406 - Space Age Music
But I can't resist showing a little bit more, this time without graphics. Listen to this track and imagine a remote and unexplored planet, full of... Penguins . That hop around and give off essence. There are no useful resources on this planet but penguin powder. Penguin powder is only collected wh...
- Wed May 02, 2018 10:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 17929
Re: Train signals no longer working (0.16.40, Build 36428)
Directly after loading my savegame: https://www.youtube.com/watch?v=89xfVwDKvUQ Replacing the signal is working as soon as you have replaced 2 signals in a row so they can build a new rail block. The existing signals don't divide the tracks into serparate blocks... My save look identical.. I'm just...
- Fri Feb 09, 2018 4:07 am
- Forum: Pending
- Topic: [0.16.22] Crashes on "cropping bitmaps"
- Replies: 1
- Views: 1571
[0.16.22] Crashes on "cropping bitmaps"
Foring openGL fixes the issue 0.001 2018-02-08 19:04:56; Factorio 0.16.22 (build 35382, win64, steam) 0.001 Operating system: Windows 10 (version 1709) 0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Read data path: C:/Program Fi...
- Mon Jul 06, 2015 2:57 am
- Forum: Duplicates
- Topic: Website bug
- Replies: 1
- Views: 3699
Website bug
This may be known but I'll post it here anyways. When hovering over the navigation on the factorio.com website, I can make the 2 drop down menus queue their animations and open and close continuously.
- Sun Jan 26, 2014 6:24 am
- Forum: News
- Topic: Friday Facts #18
- Replies: 13
- Views: 22717
Re: Friday Facts #18
Very nice!
- Thu Feb 21, 2013 3:48 pm
- Forum: Mods
- Topic: [MOD 0.2.7] Explosive Bullet Magazine Mod
- Replies: 9
- Views: 15778
Re: Explosive Bullet Magazine Mod
Great mod!
- Thu Feb 21, 2013 3:46 pm
- Forum: Not a bug
- Topic: Undergroung belt takes stuff from sides.
- Replies: 8
- Views: 11560
Re: Undergroung belt takes stuff from sides.
Oh man this changes everything!
Great find!
Great find!
- Thu Feb 21, 2013 3:42 pm
- Forum: Implemented Suggestions
- Topic: [Done] noob corner in the forums
- Replies: 12
- Views: 8302
Re: noob corner in the forums
True, I suggest renaming "Help and Contributions" to "Mods and contributions", and creating a new subforum named "Help and guides" (where you can ask questions and post guides) As you may have noticed with some of the language in the game, devs aren't American English ...
- Wed Feb 20, 2013 9:04 pm
- Forum: General discussion
- Topic: Where should we post mods?
- Replies: 5
- Views: 5917
Re: Where should we post mods?
There are a couple different threads about this right now. If you guys have any input on this topic press feel free to chime in!Ween wrote:They want to reorganize the forum, and you will have a section dedicated for modding...
- Wed Feb 20, 2013 9:01 pm
- Forum: General discussion
- Topic: Conveyor belts - split
- Replies: 6
- Views: 9257
Re: Conveyor belts - split
This makes us ask very happykovarex wrote:Thanks for suggestion.
We know what you mean, and we plan to do machine like that.
One for splitting (left/right into separate belts), and one for splitting incoming resources in some ratio.
- Wed Feb 20, 2013 8:59 pm
- Forum: General discussion
- Topic: Conveyor belts - split
- Replies: 6
- Views: 9257
Re: Conveyor belts - split
At this point just use smart inserter..
There is some talk on some other threads about this. Devs are aware we want inserters that can split of combine.
There is some talk on some other threads about this. Devs are aware we want inserters that can split of combine.
- Wed Feb 20, 2013 2:37 pm
- Forum: Implemented Suggestions
- Topic: The Forum
- Replies: 3
- Views: 3884
Re: The Forum
Looks great,must keep in mind we should break up the mods into 3 sections similar to minecraft forums. A forum for requests, discussion and completed mods. I've been part of a few forums and this seems to be the best structure.
Regards
Ryan
Regards
Ryan
- Tue Feb 19, 2013 4:06 pm
- Forum: Show your Creations
- Topic: Hugest Factory with Hi-Speed-BUS design. Made by Vel-Master
- Replies: 25
- Views: 27438
- Tue Feb 19, 2013 2:17 pm
- Forum: Outdated/Not implemented
- Topic: The day after
- Replies: 6
- Views: 7722
Re: The day after
I think with Factorio being so open and easily mod-able we can make this happen.Poiasdope wrote:I like this thread. We should keep it. I mean, everything from it
I love dreaming such stuff! And I know that somewhere in the future, if not in Factorio maybe in a next game, this all could happen!
- Mon Feb 18, 2013 8:30 pm
- Forum: General discussion
- Topic: All about Solar Power!
- Replies: 6
- Views: 8479
Re: All about Solar Power!
I like youMysteria9 wrote:I don't think we should use electricity at all. Use coal for everything.
Smoke out those creepers! Make them cough blood! Deny them of sunlight with smog! Pollute their water!
That'll teach'em.
- Mon Feb 18, 2013 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Possible Inserters
- Replies: 6
- Views: 7173
Re: Possible Inserters
How about inserted that are 2 tiles wife and that merge 2 belts into 1(useless) or split 1 belt into 2 belts(very useful).
- Mon Feb 18, 2013 7:44 pm
- Forum: General discussion
- Topic: Factorio + Kerbal Space Program
- Replies: 6
- Views: 9792
Factorio + Kerbal Space Program
With all this talk of different worlds and visiting different peoples worlds and multiplayer wars I wouldn't help but think of ksp..
I don't think it needs explosion..
If you don't know what ksp is go here:
https://kerbalspaceprogram.com
You may nerdgasm now.
I don't think it needs explosion..
If you don't know what ksp is go here:
https://kerbalspaceprogram.com
You may nerdgasm now.
- Mon Feb 18, 2013 7:34 pm
- Forum: Outdated/Not implemented
- Topic: The day after
- Replies: 6
- Views: 7722
Re: The day after
Must have!!Verbesity wrote:It might be an interesting way to work multiplayer. The last part of the campaign is an endless map and once people land you can visit friends worlds and load materials onto spaceships along with fuel and move resources between worlds. Maybe even cross world PvP.
- Mon Feb 18, 2013 7:31 pm
- Forum: Releases
- Topic: Version 0.2.7
- Replies: 11
- Views: 16223
Re: Version 0.2.7
That's amazing!!kovarex wrote:Thank you for the info!!
We had download limit 1000 per day (This was something we were sure that couldn't be reached natural way).
Tomas just increased the download limit to 20000, you can try it now.
- Mon Feb 18, 2013 7:18 pm
- Forum: Outdated/Not implemented
- Topic: The day after
- Replies: 6
- Views: 7722
Re: The day after
I'm super excited that you're thinking that far in advance!! I think the game should get that far and then some! So, you've stockpiled all the resources you'll need to defend the base, I think the next step is to clean the air and transform the planet do when the colony arrives they also do not die ...