Search found 155 matches
- Mon Jul 15, 2013 7:33 pm
- Forum: Spread the Word
- Topic: FactorioForum.com - Ideas
- Replies: 12
- Views: 21969
Re: FactorioForum.com - Ideas
I think that making factorioforum.com and factorioforums.com contain different things will only be confusing… it alredy contains the wiki and the forums Of course, but that's not what I meant. If one domain contains the wiki and forums, and the other one contains something else (maybe even a differ...
- Mon Jul 15, 2013 3:10 pm
- Forum: Spread the Word
- Topic: FactorioForum.com - Ideas
- Replies: 12
- Views: 21969
Re: FactorioForum.com - Ideas
I think that making factorioforum.com and factorioforums.com contain different things will only be confusing…
- Thu Jul 11, 2013 5:50 pm
- Forum: General discussion
- Topic: Version 0.6
- Replies: 8
- Views: 11238
Re: Version 0.6
Maybe this post can answer your question.
- Wed Jul 10, 2013 7:06 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
- Replies: 60
- Views: 53890
Re: Super compact blue FACTORIES. Made by Kwiz and Vel-maste
Very nice work, I'm amazed how these things still get smaller. To be completely fair, though, I see at least one trick that would not have worked on older versions, namely the way the second copper wire factory is fed (in both versions of your factory). This works because the hitbox of inserters has...
- Mon Jul 08, 2013 10:16 pm
- Forum: Gameplay Help
- Topic: Rails
- Replies: 6
- Views: 13982
Re: Rails
I think the following image kind of explains what's going on: https://wrtlprnft.net/factorio_geometry.png As you can see, the rails in the curved rail segments are pretty perfect circles, but they aren't concentric. This means that diagonal straight rail segments are a tiny bit narrower than horizon...
- Mon Jul 08, 2013 8:57 pm
- Forum: Gameplay Help
- Topic: Rails
- Replies: 6
- Views: 13982
Re: Rails
Well, I guess this is intended, and they might be round, but they aren't circular, no matter how you build them: https://wrtlprnft.net/factorio_circle.png
Edit: I do like how you can build really chaotic intersections: https://wrtlprnft.net/factorio_chaos.png
Edit: I do like how you can build really chaotic intersections: https://wrtlprnft.net/factorio_chaos.png
- Thu Jul 04, 2013 3:22 pm
- Forum: Releases
- Topic: Version 0.5.3
- Replies: 11
- Views: 19810
Re: Version 0.5.3
Well, actually I changed it, it's not even that random anymore ;-)cube wrote:And for next time, please don't post your updater token (the random part of the url) anywhere, it is a kind of a password :-)
- Thu Jul 04, 2013 12:26 pm
- Forum: Releases
- Topic: Version 0.5.3
- Replies: 11
- Views: 19810
Re: Version 0.5.3
The update should be automatic if you have 0.5.1 or 0.5.2 othervise downloadable at https://www.factorio.com/download/experimental Hmm, my 0.5.2 doesn't ask me to download the update (or update by itself). I do get Downloading https://www.factorio.com/updater/get-available-versions?username=wrtlprn...
- Wed Jul 03, 2013 4:44 pm
- Forum: Gameplay Help
- Topic: Editing recipes/result count
- Replies: 23
- Views: 21407
Re: Editing recipes/result count
Why would you want two underground belts of different colors? They wouldn't connect, would they? Actually, I think it would be more logical if both halves of the transport belts were the same entity. So after placing the entry you have to immediately place the exit, otherwise nothing will be placed ...
- Tue Jun 25, 2013 7:27 pm
- Forum: General discussion
- Topic: How maps should look like
- Replies: 12
- Views: 14641
Re: How maps should look like
This was kind of less cheaty in original versions, because you couldn't mine your car.
- Tue Jun 25, 2013 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Native Anger Level
- Replies: 7
- Views: 13494
Re: Native Anger Level
If you are interest in seeing how many creepers could come in one wave check next thread where I have done some calculations of that (more than 700 after 50 attacks and way more than 2000 after 100 attacks): https://forums.factorio.com/forum/viewtopic.php?f=23&t=545 I can only restate that the ...
- Sun Jun 23, 2013 8:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.5.2] Mining loaded cargo wagons
- Replies: 4
- Views: 2440
Re: [0.5.2] Mining loaded cargo wagons
I think Dr.Eddy's just referring to two trains colliding, not an actual unexpected program termination ;-) The way I read the post, one of the colliding trains was manually driven, he just ran a red signal.
Congrats on your 777th post!
Congrats on your 777th post!
- Wed Jun 19, 2013 9:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bug] Lighting bug
- Replies: 6
- Views: 3043
Re: [Bug] Lighting bug
https://forums.factorio.com/forum/vie ... 6425#p6425MF- wrote:Awesome. It would definitely deserve a place in the changelog.
kovarex wrote:
- Graphics:
- Rendering light sources behind the border of the screen (To the maximum distance of 15 tiles).
- Wed Jun 19, 2013 9:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.5.0] Assembling machines 2 are not faster than 1
- Replies: 3
- Views: 1905
Re: [0.5.0] Assembling machines 2 are not faster than 1
Wait, you removed the info that it they're faster, but actually made them faster?
I'm confused :-D
I'm confused :-D
- Wed Jun 19, 2013 4:12 pm
- Forum: Releases
- Topic: Version 0.5.1
- Replies: 30
- Views: 23767
Re: Version 0.5.1
Also note that while writing a .zip, you get to choose how much effort you put into compressing your data. Given the speed of current CPUs, compressing the data a little might actually speed things up because less data needs to be written to disk. Of course, that's unless you have fancy SSDs or huge...
- Tue Jun 18, 2013 6:35 pm
- Forum: Releases
- Topic: Version 0.5.1
- Replies: 30
- Views: 23767
Re: Version 0.5.1
Developing such system on your own requires a few things: 1. Adding capability to the game to download or upload some files from some server - not verry hard 2. Developing seververvide web service whic would be used for sending and retrieving data from game client - verry hard as it needs to be bug...
- Tue Jun 18, 2013 12:16 pm
- Forum: General discussion
- Topic: thoughts about [0.5.0]
- Replies: 29
- Views: 17512
Re: thoughts about [0.5.0]
I disagree with Dr. Eddie. I think the devs are doing a great job. We paid money so they get to spend more time on the game. They're still trying to figure out how they would like some of the aspects to be (map generation, trains, fighting, long-term goals, …), so I understand that they throw their ...
- Mon Jun 17, 2013 6:41 pm
- Forum: Releases
- Topic: Version 0.5.1
- Replies: 30
- Views: 23767
Re: Version 0.5.1
The prison architect guys just implemented a system where you can easily share maps with other players in-game. Something I like to do with the few available saves on these forums is to load them into the game and just walk around the unknown machine and watch it in action. I know that this is defin...
- Fri Jun 14, 2013 1:06 pm
- Forum: Implemented Suggestions
- Topic: Highlight Ranges
- Replies: 7
- Views: 11039
Re: Highlight Ranges
Are you sure that those two are the same?ssilk wrote:- range he can hack and pickup
- Thu Jun 13, 2013 4:02 pm
- Forum: Implemented Suggestions
- Topic: indicator for mines that ran out of deposits
- Replies: 55
- Views: 28733
Re: indicator for mines that ran out of deposits
I don't think that icon expresses “empty” as a state, rather “to empty” as an action. I agree that even better than an icon would be some easily visible change in the drill's appearance. If you want to make it really obvious, the drill could just mine itself and spawn as an item ready to be picked u...