Search found 561 matches
- Fri Mar 24, 2017 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Toxic landfill
- Replies: 3
- Views: 2040
Re: Toxic landfill
Interesting. I like consequences of actions.
- Thu Mar 23, 2017 8:16 am
- Forum: Ideas and Suggestions
- Topic: Defensive water cannon/turret
- Replies: 4
- Views: 3106
Defensive water cannon/turret
Hook it up to an offshore pump and it can provide a broad or focused stream, depending on tech research and the water connection.
Broad:
wide coverage, but much less of a slow down
ineffective against larger aliens
zero damage with a broad stream
Focused:
briefly target the largest alien within ...
Broad:
wide coverage, but much less of a slow down
ineffective against larger aliens
zero damage with a broad stream
Focused:
briefly target the largest alien within ...
- Fri Mar 10, 2017 9:41 am
- Forum: Ideas and Suggestions
- Topic: Iron/Steel/Wood Walls?
- Replies: 23
- Views: 13456
Re: Iron/Steel/Wood Walls?
I like the idea of stronger walls, and wood walls seems like a good use for leftovers.
However, since they're implementing the new exponentially-scaling (cost-wise) technology feature in .15 (I believe), they could also make "wall strength" a new technology to research and make incrementally ...
However, since they're implementing the new exponentially-scaling (cost-wise) technology feature in .15 (I believe), they could also make "wall strength" a new technology to research and make incrementally ...
- Thu Mar 09, 2017 10:09 am
- Forum: Ideas and Suggestions
- Topic: Vote to Kick/Ban
- Replies: 91
- Views: 36395
Re: ANTI-GRIEFING System
I was going to suggest a ban:reason-based system. When you ban, and put in the reason, that is uploaded to a factorio database. For users who get "grief" as the reason, they get a point (like drivers' licenses in some US states, I've heard) on their account. They can wear off over time...a long time ...
- Wed Mar 01, 2017 7:57 am
- Forum: Not a bug
- Topic: [0.14.21] Desync redownload too big!
- Replies: 4
- Views: 1948
Re: [0.14.21] Desync redownload too big!
Maybe someone who played on Revvix's server from twitch last week will have more and better information. One player had a desync issue, which snowballed into the server becoming unplayable.
It went something like this, as best I can remember:
Player #50 desync
Player #51 connects
Server saves map ...
It went something like this, as best I can remember:
Player #50 desync
Player #51 connects
Server saves map ...
- Wed Mar 01, 2017 7:28 am
- Forum: Resolved Problems and Bugs
- Topic: [14.22] Unable to type in console when dead.
- Replies: 4
- Views: 2943
Re: why cant i type while dead?
Just want to be sure that this fix applies to both the console AND the game menu:Rseding91 wrote:Fixed for 0.15.
viewtopic.php?f=7&t=42060
- Wed Mar 01, 2017 7:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Can't quit/use Factorio during server respawn
- Replies: 1
- Views: 1830
[0.14.22] Can't quit/use Factorio during server respawn
On Windows 7, it seems that the "you have died and will respawn in x seconds" notice takes up foreground control and disallows using the console, or even quitting the game in the normal manner by hitting ESC and using the in-game menu.
The server I joined may be intentionally setup so that people ...
The server I joined may be intentionally setup so that people ...
- Wed Sep 21, 2016 1:47 am
- Forum: General discussion
- Topic: Arumba07 stream
- Replies: 2
- Views: 1833
Arumba07 stream
I'm watching the stream, and it seems that on both the rented server and Arumba07's server, the connection gets overloaded from people attempting to connect. I've never used multiplayer, so I'm not sure how it's all designed.
As it stands, when connection to a game server with a password, does it ...
As it stands, when connection to a game server with a password, does it ...
- Sat Sep 10, 2016 6:48 am
- Forum: Ideas and Suggestions
- Topic: Blueprint forced deployment
- Replies: 2
- Views: 2613
Re: Blueprint forced deployment
Good to know, thank you, however it seems that for any particular item which has an obstruction, zero of those items will be deployed.
A quick test with one of my mining blueprints showed that when there's an obstacle in the way of one mining drill, none of the mining drills get placed. I won't ...
A quick test with one of my mining blueprints showed that when there's an obstacle in the way of one mining drill, none of the mining drills get placed. I won't ...
- Sat Sep 10, 2016 12:37 am
- Forum: Ideas and Suggestions
- Topic: Blueprint forced deployment
- Replies: 2
- Views: 2613
Blueprint forced deployment
Something like ctrl+left click (you guys can pick the best method) to force a blueprint to deploy despite any obstacles, and simply not ghost or deploy items which have obstacles in the way. When there's an obstacle during a normal left click, show a tooltip that suggests the forced deployment ("use ...
- Mon Aug 29, 2016 1:40 am
- Forum: Gameplay Help
- Topic: Vehicle equipment grid
- Replies: 2
- Views: 1632
Re: Vehicle equipment grid
Gotcha, thanks!
- Mon Aug 29, 2016 1:32 am
- Forum: Gameplay Help
- Topic: Vehicle equipment grid
- Replies: 2
- Views: 1632
Vehicle equipment grid
I haven't found the information via searches or figured it out through gameplay--how do I access the vehicle equipment grid?
- Thu Jun 30, 2016 1:42 am
- Forum: Ideas and Suggestions
- Topic: [0.13] "Stack" and "Filter" inserters have the wrong colours
- Replies: 26
- Views: 9326
Re: [0.13] "Stack" and "Filter" inserters have the wrong colours
There is a good reason for this change, in that the smart inserter no longer exists,
The smart inserter is still green, if you like the green smart inserter feel free to continue playing 0.12
But 0.13 has no smart inserter, it has filter and stack, both of which have an arbitrary color
Overall i ...
The smart inserter is still green, if you like the green smart inserter feel free to continue playing 0.12
But 0.13 has no smart inserter, it has filter and stack, both of which have an arbitrary color
Overall i ...
- Wed Jun 29, 2016 3:56 am
- Forum: Duplicates
- Topic: [0.13.0] Crash during autosave
- Replies: 3
- Views: 1849
Re: [0.13.0] Crash during autosave
Just to keep it organized with the crash reports, I'll make a third post. I can't make sense of it, sometimes it crashes, but when trying to reproduce it step-by-step, it's not easy.
Attached is the third crash report and botched save file. These autosave crashes occur when loading the last ...
Attached is the third crash report and botched save file. These autosave crashes occur when loading the last ...
- Wed Jun 29, 2016 3:35 am
- Forum: Duplicates
- Topic: [0.13.0] Crash during autosave
- Replies: 3
- Views: 1849
Re: [0.13.0] Crash during autosave
I loaded the last autosave and it crashed during the next autosave again. After that, I loaded the autosave and did nothing--no movements, keyboard or mouse, and it autosaved without a crash. I then tried to see if it would crash during normal play again, and I couldn't get it to happen a third time ...
- Wed Jun 29, 2016 3:02 am
- Forum: Duplicates
- Topic: [0.13.0] Crash during autosave
- Replies: 3
- Views: 1849
[0.13.0] Crash during autosave
I'm can't recall exactly what I was doing, but I think I had clicked on a substation or medium electric pole and was watching the graph of power usage, clicking between the first few graph options (many times) including and between 5s and 10h.
I noticed that the crash occurred during an autosave (I ...
I noticed that the crash occurred during an autosave (I ...
- Tue Jun 28, 2016 12:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] Can't log into mod portal with Steam version
- Replies: 8
- Views: 10900
Re: [0.13.0] Can't log into mod portal with Steam version
Seems like the server and/or database for mods.factorio.com is having problems itself, which may be related. I received something like "could not connect" in-game, using Steam, and saw the new interface and everything, without any errors about the account. It seemed, at the time, like the server was ...
- Tue Jun 28, 2016 12:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] [kovarex] Technology effects' text of worker robots missing
- Replies: 1
- Views: 1336
[0.13.0] [kovarex] Technology effects' text of worker robots missing
When hovering over the "Effects" icon for the worker robots in the Technology menu, the text is missing.
- Fri Jun 03, 2016 12:18 am
- Forum: Gameplay Help
- Topic: Small pump rate/pressure confusion
- Replies: 3
- Views: 2566
Re: Small pump rate/pressure confusion
Ah, yes. Unassisted rate is drastically lower even at full conditions, and I didn't anticipate that to be the case. I played late at night over the weekend and I must've been more sleepy than I remembered when I was tinkering, and I spent a few days searching for info (which makes sense why I didn't ...
- Thu Jun 02, 2016 1:10 am
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 343446
Re: Tips, Designs, & Tricks
What about tips for controls? I remember finding helpful things on reddit which either weren't shown in the game, or weren't explained well or easily obtainable. One had something to do with detonators or explosives (I think), first was how to use them (which I didn't easily find in the game), and ...