Search found 255 matches
- Wed Jul 27, 2016 8:34 am
- Forum: News
- Topic: Friday Facts #148 - Optimizations for 0.14
- Replies: 49
- Views: 29172
Re: Friday Facts #148 - Optimizations for 0.14
Can we PLEASE make 0.14 the update where you add more energy generation methods? I don't care what it is, but something to bridge the gap between solar and steam and maybe for other stages of the game. Sounds as though you should look at Klonan's mods...... https://mods.factorio.com/mods/Klonan/KS_...
- Mon Jul 25, 2016 9:10 am
- Forum: News
- Topic: Friday Facts #148 - Optimizations for 0.14
- Replies: 49
- Views: 29172
Re: Friday Facts #148 - Optimizations for 0.14
Can we PLEASE make 0.14 the update where you add more energy generation methods? I don't care what it is, but something to bridge the gap between solar and steam and maybe for other stages of the game. A few ideas: Wind: Would need to either use Lubricant or replaceable parts to be balanced, but co...
- Sat Jul 23, 2016 9:20 am
- Forum: Gameplay Help
- Topic: How do you get the Solaris Achievement?
- Replies: 0
- Views: 1458
How do you get the Solaris Achievement?
Decided to go for the Solaris achievemnt last night. First of all I cut fuel to all steam boilers to end up on power supplied by 864 Solar Panels generating 52 MW at peak and 784 accumulators holding 3.9 GJ of power at maximum charge. Left it like that for a bit - no achievement. I then disconnected...
- Fri Jul 22, 2016 8:28 am
- Forum: General discussion
- Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
- Replies: 19
- Views: 10252
Re: How to store 4 trillion square tiles of map in just 8 GB RAM
So, does anyone have an idea how this is stored in ram in such a way that it is accessible in realtime? Simple - you use virtual memory ie the swap drive. Way way back in the mists of time when a PC had 640K hardware RAM that's how programmers did everything :) Of course processors weren't fast eno...
- Thu Jul 21, 2016 3:10 pm
- Forum: General discussion
- Topic: Whats the stance on griefing ?
- Replies: 67
- Views: 22777
Re: Whats the stance on griefing ?
an accidental hold on the "c" key with auto-shotty I play with a game controller set up for factorio. Unfortunately I have the <SHIFT> and C buttons set up next to each other. Several times lately I have tried to use my pocket bots to place an item only to find I have placed it myself and...
- Thu Jul 21, 2016 3:01 pm
- Forum: Releases
- Topic: Version 0.13.9
- Replies: 49
- Views: 34992
Re: Version 0.13.9
Neither is building a diesel locomotive in your pocket!nuhll wrote:Its not realistic
This is a game! Realism is entirely optional on the part of the developers!
- Thu Jul 21, 2016 12:31 pm
- Forum: Show your Creations
- Topic: Welcome To Islands
- Replies: 38
- Views: 15433
Re: Welcome To Islands
Awesome - I'll give it a try when I've finished my current Vanilla mapDry Hairy Tree wrote:Here's the map string. Biters are on low frequency and small size - don't say I didn't warn you if you like lots of them.
Or maybe even before that
- Tue Jul 19, 2016 10:20 am
- Forum: Show your Creations
- Topic: Welcome To Islands
- Replies: 38
- Views: 15433
Re: Welcome To Islands
So are you going to give us a map string to play with???
- Tue Jul 19, 2016 8:27 am
- Forum: Modding discussion
- Topic: Modifiers for resistances??
- Replies: 3
- Views: 904
Re: Modifiers for resistances??
Do I gather from the rather awkward silence that that is a no?
- Mon Jul 18, 2016 8:33 am
- Forum: Modding discussion
- Topic: Modifiers for resistances??
- Replies: 3
- Views: 904
Modifiers for resistances??
Is it possible to apply modifiers to resistances in the same way you can with weapon upgrades like Bullet Damage, Shotgun Shell Damage etc?
- Mon Jul 18, 2016 8:04 am
- Forum: Releases
- Topic: Version 0.13.9
- Replies: 49
- Views: 34992
Re: Version 0.13.9
You may also find the biter behaviour I have observed during testing of my reinforced wall mod relevant. If you use a double wall with a gap in between the two walls, then the biters will attack the first wall they come to. They do not, however, go on to attack the second wall immediately. Instead t...
- Sun Jul 17, 2016 1:10 pm
- Forum: Releases
- Topic: Version 0.13.9
- Replies: 49
- Views: 34992
Re: Version 0.13.9
That's good to knowKlonan wrote: Its being worked on for 0.13
- Fri Jul 15, 2016 6:50 pm
- Forum: Fan Art
- Topic: Did a thing that Other People already did.
- Replies: 4
- Views: 4494
- Fri Jul 15, 2016 6:12 pm
- Forum: Modding discussion
- Topic: Technology Order String
- Replies: 1
- Views: 998
Technology Order String
Is there any documentation on how the Order string works in technology.lua? I have written a wall upgrade mod which I want to appear in the tech window after stone-walls, and currently, once researched, it is appearing before. It appears in the right place in the tech tree, however. It would be hand...
- Fri Jul 15, 2016 8:31 am
- Forum: News
- Topic: Friday facts #146 - The GFX workflow
- Replies: 42
- Views: 25450
Re: Friday facts #146 - The GFX workflow
Using bots to transfer filled barrels is very nice... Sure beats the alternative: Pipe Hell. Indeed! I was using the Fluid Barrel mod during my last 0.12 factory, which saved on miles of pipe as my bots could carry each type of fluid. I shall deffo be including it when I have completed my first 0.1...
- Thu Jul 14, 2016 4:47 pm
- Forum: Mods
- Topic: [MOD 0.13+] Reinforced Walls
- Replies: 6
- Views: 3873
Re: [MOD 0.13] Reinforced Walls
A great addition to my mod list! Thanks! Thank you :) I'm planning some improvements so keep an eye out for updates..... The first on the list will be the ability to research resistance type upgrades to beef up the wall even further. I'm also wondering whether the research cost is a bit much - I'm ...
- Wed Jul 13, 2016 1:36 pm
- Forum: Mods
- Topic: [MOD 0.13+] Reinforced Walls
- Replies: 6
- Views: 3873
[MOD 0.13+] Reinforced Walls
I've just uploaded a new mod to the mod portal. This is my first attempt at modding so was quite pleased when it loaded and ran with only a couple of correction. Here is the link to it at the mod portal........ https://mods.factorio.com/mods/ChurchOrganist/Reinforced-Walls All the info is at the mod...
- Tue Jul 12, 2016 8:33 am
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 26518
Re: Version 0.13.7
Oops! I misread your postQon wrote: That is what I said.
I'm not sure you'd want that behaviour all the time - maybe if you could use CTRL+SHIFT when placing a blueprint to force remove entities other than trees and rocks???
- Mon Jul 11, 2016 4:18 pm
- Forum: 1 / 0 magic
- Topic: [13.4 > .5] Crash instead of restart when updating [new]
- Replies: 3
- Views: 1334
Re: [13.4 > .5] Crash instead of restart when updating [new]
I have been experiencing this crash sometimes on updating from within the game - it has never happened when installing from a download. The game has always retarted properly when launching from the WIndows 10 Start Menu so so far I haven't reported it. If you think it would help, however, I will sav...
- Mon Jul 11, 2016 4:08 pm
- Forum: Releases
- Topic: Version 0.13.8
- Replies: 39
- Views: 32036
Re: Version 0.13.8
I am seriously impressed by your dedication guys - two updates in 24 hours is awesome