Search found 465 matches
- Fri Mar 26, 2021 7:21 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 316642
Re: [photos] Factorio in real life
The Schwerer Gustav (Heavy Gustav). The fully assembled gun weighed nearly 1,350 tonnes ~1,224,700kg and could fire shells weighing 7t ~6,985kg a range of 47 km (29 miles). Schwerer Gustav was the largest calibre rifled weapon ever used in combat and, in terms of overall weight, the heaviest mobile ...
- Wed Mar 24, 2021 4:08 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 316642
Re: [photos] Factorio in real life
9 Merlin Rocket Engines on a Falcon 9.
I am SO happy about the amount of awesome space stuff happening recently, what with spacex, nasa, esa, India, China, Russia, jaxa... Who else?
The James Webb Space Telescope.. Go Technology + Science!!!
I am SO happy about the amount of awesome space stuff happening recently, what with spacex, nasa, esa, India, China, Russia, jaxa... Who else?
The James Webb Space Telescope.. Go Technology + Science!!!
- Sat Mar 13, 2021 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Improving the End of the Game
- Replies: 3
- Views: 2005
Re: Improving the End of the Game
Oddly enough, that's how very early Factorio was, as far as the biters go anyway. They'd attack en masse when you tried to launch a rocket, survival being the aim.
- Tue Feb 02, 2021 3:02 pm
- Forum: Ideas and Suggestions
- Topic: New infinite research
- Replies: 20
- Views: 6238
Re: New infinite research
Robot Battery Research. Yes please x 1000. I've never understood why the players personal equipment seems so limited. What's inherently wrong in giving players higher capacity batteries / fusion reactors / personal robo's? So we could rock up to an outpost, smelting array or whatever and get stuff d...
- Fri Jan 29, 2021 11:38 am
- Forum: News
- Topic: Friday Facts #364 - 1.1 stable
- Replies: 57
- Views: 38670
Re: Friday Facts #364 - 1.1 stable
I really enjoy reading about the processes involved in improving the game. Awesome changes as always Never stop looking for that little extra % improvement!
And something about what's on the horizon next week.. can't wait!
And something about what's on the horizon next week.. can't wait!
- Thu Jan 28, 2021 1:11 am
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 444006
Re: Games Like Factorio
Just spotted "Dyson Sphere Program" which was apparently revealed at Tokyo Games Show. Basically "3D factorio in space". Looks intriguing. Early access is announced for 2021, so it's gonna be quite a while until 1.0 i guess. Gameplay Trailer (probably a re-upload?) Steam Early r...
- Fri Jan 15, 2021 2:50 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 316642
Re: [photos] Factorio in real life
https://i.imgur.com/Ngbcxww.mp4 Bezos must be seeing this sort of stuff with $$$ in his eyes, why pay for 10 peoples wages (healthcare cover too for the US) When you can pay for 1 person to keep 20 robots running (edit: 24/7 + 365 days a year without potential union issues). RIP warehouse jobs I gu...
- Wed Dec 30, 2020 9:05 pm
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 444006
Re: Games Like Factorio
Looks intriguing, added to the wish list, will see how the reviews look!
- Wed Dec 30, 2020 6:56 am
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 316642
Re: [photos] Factorio in real life
Does kebab on conveyor belt count?
Of course that's a thing.
Of course that's a thing.
- Wed Dec 23, 2020 10:05 pm
- Forum: Gameplay Help
- Topic: Remove Pollution and "refresh" map?...
- Replies: 5
- Views: 2322
Re: Remove Pollution and "refresh" map?...
If UPS is an issue you may as well switch off the pollution especially as you've already removed the biters, it serves no purpose now!
Code: Select all
/c for _, surface in pairs(game.surfaces) do
surface.clear_pollution()
end
game.map_settings.pollution.enabled = false
- Sat Dec 19, 2020 4:00 pm
- Forum: General discussion
- Topic: Mods...
- Replies: 11
- Views: 4299
Re: Mods...
There's also the stable branch, which is rarely updated. You also have a choice not to update to the latest experimental version.
- Mon Dec 14, 2020 5:51 pm
- Forum: General discussion
- Topic: Are griefers/trolling common?
- Replies: 7
- Views: 3226
Re: Are griefers/trolling common?
Have a look at the griefer database, don't think the OP has been updated in a while, but there's newer lists in the thread.
viewtopic.php?f=53&t=29937
viewtopic.php?f=53&t=29937
- Wed Dec 02, 2020 1:29 am
- Forum: Releases
- Topic: Version 1.1.2
- Replies: 24
- Views: 21503
Re: Version 1.1.2
It is not better for various reasons. First of all, you don't want to pollute the gui of every single entity by this, because if you wanted to be consistent it would have to be done this way everywhere. Which means, also in containers for example etc. It would give the wrong impression to the new u...
- Tue Dec 01, 2020 11:08 pm
- Forum: Releases
- Topic: Version 1.1.2
- Replies: 24
- Views: 21503
Re: Version 1.1.2
So much better, useful and gets rid of the dead space.eradicator wrote: ↑Mon Nov 30, 2020 12:39 amAlso at least using the huge filler space for something useful would've been nice. Like getting rid of the tiny extra windows for circuits.
- Tue Dec 01, 2020 7:01 pm
- Forum: Technical Help
- Topic: [1.1.3] FPS drops constantly
- Replies: 9
- Views: 2477
- Tue Dec 01, 2020 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Shift Right Click on a train stop to paste it onto train.
- Replies: 2
- Views: 1461
Re: Shift Right Click on a train stop to paste it onto train.
I tried this randomly reasoning why wouldn't it work considering the many ways this functionality is used in the game?
I think this would be a great QoL improvement - speeding things up nicely - especially if you use a long train stop naming convention.
I think this would be a great QoL improvement - speeding things up nicely - especially if you use a long train stop naming convention.
- Tue Dec 01, 2020 1:29 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1645
- Views: 571029
Re: Simple Questions and Short Answers
Blue_thunder, you can't they removed that GUI button in a recent update. I do hope they reimplement it with additional functionality to show rockets / min or hour however.
- Fri Nov 27, 2020 1:43 pm
- Forum: Ideas and Suggestions
- Topic: Toolbelts/Quickbars side by side
- Replies: 3
- Views: 1274
Re: Toolbelts/Quickbars side by side
I whole heartedly agree! When you have 4 bars shown it covers a fair chunk of the screen - the important central bit. Attacking biters in a north south direction means your view is more limited, they also seem to get in the way when I'm trying to align the bottom of a big blueprint. 1.png For me it'...
- Tue Nov 24, 2020 2:04 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 145597
Re: Version 1.1.0
Why was the Rocket silo stats GUI removed? How do we now see how many satellites we've launched? I don't understand why it was seemingly randomly removed. I would like to ask this too. For me (and many others I'd bet) Factorio starts after you launch that first rocket - forever chasing MORE™ . Incr...
- Mon Nov 09, 2020 4:04 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 174197
Re: [MOD 0.16] Miniloader
Thank you Therax, would it help if I uploaded the complete desync zip or something?