Search found 677 matches
- Fri Jun 27, 2014 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Challange mode
- Replies: 4
- Views: 1900
Re: Challange mode
I played prison architect, where the player can choose contracts. After reading this thread I was almost about to make a suggestion about random contracts for giving out specific sets of materials but then I saw the "limited number of materials" thing in OP and that would not be compatibl...
- Fri Jun 27, 2014 12:37 pm
- Forum: Gameplay Help
- Topic: What to do about Biters Spawning
- Replies: 11
- Views: 5979
Re: What to do about Biters Spawning
Most of my outposts are just a small train station with electric mines and some gun turrets (to save on power) and yet they still add a megawatt of consumption each to my power network. That's just 2 additional steam engines but a lot of solars and accumulators. Add laser turrets and a radar which ...
- Fri Jun 27, 2014 12:33 pm
- Forum: Mods
- Topic: [MOD 0.9.x+][v0.0.1] Alien Artifact
- Replies: 8
- Views: 7808
Re: [MOD 0.9.x+][v0.0.1] Alien Artifact
Ah, thanks for explanation. Didn't realize that limitation ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Fri Jun 27, 2014 11:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x]Blueprins do not copy modules
- Replies: 11
- Views: 10764
Re: [0.10.x]Blueprins do not copy modules
Just as anyone can make valid reasons for not copying modules people can make similarly valid reasons for copying them :) I remember a similar problem with blueprints that they didn't copy automation limit settings for chests and people need to manually set them instead. I wonder how hard would it b...
- Fri Jun 27, 2014 10:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
- Replies: 23
- Views: 7196
Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee
Another option is to have an checkbox "Exact count" in the requester panel. It would be unchecked by default, and it would allow bots to carry little bit more in that case. Taking this idea a little bit further - you could have a low and high threshold (I'm thinking of two sliders on the ...
- Fri Jun 27, 2014 10:21 am
- Forum: Mods
- Topic: [MOD 0.9.x+][v0.0.1] Alien Artifact
- Replies: 8
- Views: 7808
Re: [MOD 0.9.x+][v0.0.1] Alien Artifact
I've seen recipes built in assembler that need fluids. Though I've not seen one that uses more than one at a time.bobingabout wrote:Water and Sulfuric Acid, that means you have to build it in a Chemical lab, right?
- Fri Jun 27, 2014 9:51 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 301595
Re: Thank you
Thanks indeed. I wish the game would somehow track the time I play it, I'm quite likely nearing or over 1000h already ![Smile :)](./images/smilies/icon_e_smile.gif)
I've been massively disappointed in vast majority of AAA titles released in several years but Factorio has been THE timesink for me for months now.
![Smile :)](./images/smilies/icon_e_smile.gif)
I've been massively disappointed in vast majority of AAA titles released in several years but Factorio has been THE timesink for me for months now.
- Fri Jun 27, 2014 8:43 am
- Forum: Technical Help
- Topic: Save File Folder
- Replies: 2
- Views: 7007
Re: Save File Folder
Use the .zip download package instead of installer, that one keeps everything in one place.
- Fri Jun 27, 2014 8:42 am
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 11493
Re: [MOD 0.9.x +] Zlowdown v1.5
I haven't had a chance to try your mod yet (waiting for 0.10.2) but does anything funny happen when fuel value/power use gets bigger than the original unit? E.g if something uses 100kW originally and I multiply it by 20 would it be 2000kW or 20MW? I mean can the game handle values like 2000kW or wil...
- Fri Jun 27, 2014 8:26 am
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 11493
Re: [MOD 0.9.x +] Zlowdown v1.0
It seems like a simple loop over the fuel-value string to determine the lenght of unit of measure. Shouldnt' take more than 3-5 lines of code.
Though, yeah, I'm not sure if it is worth it. Are there any items with fuel value/power consumption != 2 letters?
Though, yeah, I'm not sure if it is worth it. Are there any items with fuel value/power consumption != 2 letters?
- Fri Jun 27, 2014 8:08 am
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 11493
Re: [MOD 0.9.x +] Zlowdown v1.0
Known issues: Modification of fuel values and lab power consumption will not behave correctly if the unit specification in the original prototype is not the last two letters of the string. Could you not just check per each character if it's a letter or number? http://rosettacode.org/wiki/Determine_...
- Fri Jun 27, 2014 8:06 am
- Forum: Ideas and Suggestions
- Topic: Challange mode
- Replies: 4
- Views: 1900
Re: Challange mode
You mean a custom scenarios or something different?
- Fri Jun 27, 2014 7:25 am
- Forum: Mods
- Topic: [0.11.x] Magnet
- Replies: 26
- Views: 32396
Re: [0.10.x, 0.9.8] Magnet
Different magnet sizes would actually be a pretty nice thing to have. Ideally there would be a smart magnet with customizable radius, but I might be asking for too much here. :) What about having the radius increase the more a person clicks the button in a row without clicking any other key? E.g pl...
- Fri Jun 27, 2014 7:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1?][cube] new Biter/Nest next to my items
- Replies: 8
- Views: 5471
Re: [0.10.1?] new Biter/Nest next to my items
1)"colonizers" not Macke new base next to yours From another thread it was said that when a chunk doesn't have any player structures then it's a valid location for biters to make their base. 2) y are they not killing my base? Does pollution reach them? If not then they have no reason to a...
- Fri Jun 27, 2014 7:17 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 576205
Re: Yuoki Industries 0.2.3
How do tanks work? i have biomass stuck on a underground tank :shock: Tried pipe valve but dunno how it works either lol From the description it seemed that one needs to use pump to pull out fluids from them. Talking about the tanks, you should look at their recipes. They are currently far cheaper ...
- Fri Jun 27, 2014 6:40 am
- Forum: Modding help
- Topic: any way to alter worldgeneration surface?
- Replies: 4
- Views: 1710
Re: any way to alter worldgeneration surface?
I hope so too because I have some grand ideas about map generation but I'd need rather low-level access to stuff to make it work.
Does chunk generation really take THAT long time that it's unfeasible to allow people to plug-in their own generator things?
Does chunk generation really take THAT long time that it's unfeasible to allow people to plug-in their own generator things?
- Fri Jun 27, 2014 6:38 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1?][cube] new Biter/Nest next to my items
- Replies: 8
- Views: 5471
Re: [0.10.1?] new Biter/Nest next to my items
From what I understand biters occasionally send out "colonizers" who build new nests in suitable places. Apparently some of them thought it's a good idea to get near your base ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Fri Jun 27, 2014 6:37 am
- Forum: Gameplay Help
- Topic: What to do about Biters Spawning
- Replies: 11
- Views: 5979
Re: What to do about Biters Spawning
You were supposed to have the solar plants at your remote mines, not in central base with power lines going all over the place :) And make every outpost huge because of the area needed for significant solar production? Never! :P Well, you could always just have many small outposts instead of few hu...
- Fri Jun 27, 2014 4:43 am
- Forum: Gameplay Help
- Topic: What to do about Biters Spawning
- Replies: 11
- Views: 5979
Re: What to do about Biters Spawning
You were supposed to have the solar plants at your remote mines, not in central base with power lines going all over the place ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Thu Jun 26, 2014 5:44 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Advanced Refinery Schematic
- Replies: 14
- Views: 13329
Re: Advanced Refinery Schematic
What sort of crude oil flow does this thing need per second? I usually have trouble feeding my single refinery from less than 3 oilfields that have dropped down to 0.1/s.