Search found 1067 matches
- Wed Aug 14, 2013 9:25 pm
- Forum: Outdated/Not implemented
- Topic: Wooden mast and cable connecting
- Replies: 5
- Views: 8642
Re: Wooden mast and cable connecting
No reason that you can't have a separate power grid unconnected to your main one. Even when you've got a smelting shop at your mining point, it takes almost no space to build a separate power grid. It does mean keeping solar panels out at mining sites, but since they don't attract creeps separately,...
- Tue Aug 13, 2013 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Using accumulators for solar power
- Replies: 12
- Views: 14245
Re: Using accumulators for solar power
make some small changes to the entity files. Set steam engines as tertiary priority, and accums as secondary, leaving solar as primary. If needed, I could even upload the files with changes if desired, but the changes are too minor to do beforehand at the moment. Perhaps I should make a mod of this ...
- Fri Aug 09, 2013 3:29 pm
- Forum: Maps and Scenarios
- Topic: Story maps by MpPozor
- Replies: 21
- Views: 25491
Re: Story and challenges maps by MpPozor
I messed up when I said campaign, and when I said maps/scenario, I was referring to custom maps - as in maps made in the map editor - not save games. I have loaded MANY save games so far... Way to miss the big button labeled Load Game... Maps made in the map editor are ALSO in the scenario menu. Th...
- Thu Aug 08, 2013 10:29 pm
- Forum: Maps and Scenarios
- Topic: Story maps by MpPozor
- Replies: 21
- Views: 25491
Re: Story and challenges maps by MpPozor
All maps/scenarios are accessed through the campaigns menu, and as you can see, this isn't posted in the mods section. ... Way to miss the big button labeled scenario... For that matter, you've apparently never even loaded a map, so would you kindly see your way out? and take that request for modsh...
- Thu Aug 08, 2013 5:33 am
- Forum: Maps and Scenarios
- Topic: Story maps by MpPozor
- Replies: 21
- Views: 25491
Re: Story and challenges maps by MpPozor
On Topic: Very nice work here! :D Finished the story mission, no real complaints. Should probably make the walls unmineable, perhaps a larger fuel supply for the engine? Maybe just one or the other. Grammar errors abound, but still understandable. Same goes for the challenge. With the Challenge, was...
- Wed Aug 07, 2013 3:39 pm
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 18379
Re: pipes - "water flow resistance"?
Don't understand, can you show, what you mean? He's talking about a forced circulation pump. One that would be inline with the intended flow and one-way. With water's inertia, the below setup would only flow clockwise after a very short startup time. /-E->-E-\ | | | | \-E-E-E-+-B-P E Engine B Boile...
- Sun Aug 04, 2013 5:03 am
- Forum: Implemented Suggestions
- Topic: Advanced mining drill
- Replies: 8
- Views: 17171
Re: Advanced mining drill
Mode C.
- Fri Aug 02, 2013 1:31 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belts instead of trains
- Replies: 33
- Views: 32933
Re: Belts instead of trains
Great write-up ssilk! Many good points and ideas, with good pictures to go with them (though the larger pics are difficult to view in the embedded scrolling view, like your Clipboard06/in-line storage pic) Having some hard numbers for capacity/speed definitely help, and with Holy's correction, furth...
- Fri Aug 02, 2013 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Network & Inventory. GUI
- Replies: 6
- Views: 8682
Re: Network & Inventory. GUI
Yup, lol.FrozenOne wrote:>What should be built to solve the current energy problems?
A radar bulldozer.
- Fri Aug 02, 2013 12:58 pm
- Forum: Ideas and Suggestions
- Topic: "Permanent" resource sources or resource deplition warning
- Replies: 8
- Views: 11496
Re: "Permanent" resource sources or resource deplition warni
I admit it was strongly worded, but you tend to railroad the ideas of others.
I'm glad you understood the point I was making, and hope that we can find common ground work together on.
I'm glad you understood the point I was making, and hope that we can find common ground work together on.
- Wed Jul 31, 2013 4:27 am
- Forum: Ideas and Suggestions
- Topic: "Permanent" resource sources or resource deplition warning
- Replies: 8
- Views: 11496
Re: "Permanent" resource sources or resource deplition warni
Alright, I've seen this coming for a awhile, so I'm just going to address this now, and generally steer clear of you until I see you understand the issue. Your Idea of what Factorio is supposed to be, is Your Opinion , not fact, not even a Dev's opinion. Your ideas are no more valid than any other s...
- Tue Jul 30, 2013 12:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.6.0] Electric network info incompatible with 1280x1024
- Replies: 10
- Views: 3890
Re: [0.6.0] Electric network info incompatible with 1280x102
To clarify, the edges are cropped, but only a few pixels worth, maybe 10 total.
- Tue Jul 30, 2013 12:36 am
- Forum: Ideas and Suggestions
- Topic: "Permanent" resource sources or resource deplition warning
- Replies: 8
- Views: 11496
Re: "Permanent" resource sources or resource deplition warni
What did you mean by reserve, if not resources?- different "difficulties", which means, that for beginners a reserve is available, but for experienced this is not.
- Mon Jul 29, 2013 3:21 pm
- Forum: Ideas and Suggestions
- Topic: "Permanent" resource sources or resource deplition warning
- Replies: 8
- Views: 11496
Re: "Permanent" resource sources or resource deplition warni
Different difficulties already exist.
Resource fields can be larger or smaller on different difficulties, not much different from making them "deeper"
Resource fields can be larger or smaller on different difficulties, not much different from making them "deeper"
- Mon Jul 29, 2013 3:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [Reguest] Map Tool
- Replies: 15
- Views: 11566
Re: [Reguest] Map Tool
Something as simple as adding Resource Amount to the tag/properties window in the editor would be a big step.
- Sat Jul 27, 2013 5:10 am
- Forum: Ideas and Requests For Mods
- Topic: [Reguest] Map Tool
- Replies: 15
- Views: 11566
Re: [Reguest] Map Tool
Something like a single unlimited coal tile to start a base around. it would provide a reliable but very slow trickle. Too many games have I run out of coal/iron/copper long before I was at a point I could effectively expand, due to quirks in the mapgen that caused it to make micro fields near the s...
- Fri Jul 26, 2013 5:03 pm
- Forum: Ideas and Requests For Mods
- Topic: [Reguest] Map Tool
- Replies: 15
- Views: 11566
Re: [Reguest] Map Tool
It should be easy to make generic resource field of wanted size, richness and also be able to control the distribution of richness. Currently it is insane pain to make a large and rich field with all new tiles being not worth much and each having to be manually adjusted. Also would be nice to be ab...
- Wed Jul 24, 2013 8:23 pm
- Forum: Gameplay Help
- Topic: "Rails can not be mined"
- Replies: 19
- Views: 19513
Re: "Rails can not be mined"
One way to avert the problem (other than never wearing the battery down to the point of hibernation while in-game *eyeroll* :p) would be to never use the most recent save after a hibernation event.
- Tue Jul 23, 2013 8:33 pm
- Forum: General discussion
- Topic: [Contest] Making a map.
- Replies: 33
- Views: 17933
Re: [Contest] Making a map.
Full post Edit: I'm a dumbass. Both the Maze and Snake mod folders came up with "unable to read" errors on opening, either together, or individually. I had gotten so used to putting new content in the "mods" folder, that I put these clearly labeled scenarios into the mods folder....
- Thu Jul 18, 2013 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Some thoughts about light in general
- Replies: 25
- Views: 12025
Re: Some thoughts about light in general
+1Dr.Eddy wrote:This seems too complicated without much gain. I'd rather if developers aimed at content (and stuff) rather than eye-candy.