Search found 117 matches
- Sun Jun 05, 2016 1:16 pm
- Forum: Railway Setups
- Topic: Rail Blueprints
- Replies: 15
- Views: 18590
Re: Rail Blueprints
I don't know that "signals on the right" mean the devs cared or expected either handedness for two trains running opposite directions. Just means they had to make a choice where to put the signals - for all I know, they flipped a coin. One of the first train tutorials I found suggested &qu...
- Sun Jun 05, 2016 12:50 am
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 79759
Re: Friday Facts #141 - Mod Portal
Just using Workshop wouldn't allow people using the direct-downloaded version to access the mods. my experience with the steam workshop is better than reinventing the wheel as they do now. You're missing the key point: the Steam Workshop would require a Steam install of the game, and they sell the ...
- Sat Jun 04, 2016 12:52 pm
- Forum: Balancing
- Topic: Train Speeds and Power Consumption
- Replies: 7
- Views: 4687
Re: Train Speeds and Power Consumption
Well, there is one leeeeeeetle thing that might cause people to compare them to modern diesel locomotives:
- Fri Jun 03, 2016 11:53 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 136704
Re: [MOD 0.12.11+] Blueprint String
I am using Steam to play. I can not find the MODS folder. Can you help me with putting the blueprint string on my pc? 8-) OS? If you're using win7, I can tell you were it is on my computer: c:\Users\silver\AppData\Roaming\Factorio\mods "silver" would obviously be different for you AppData...
- Fri Jun 03, 2016 10:19 pm
- Forum: Gameplay Help
- Topic: So I thought I knew how to properly signal trains
- Replies: 4
- Views: 1541
Re: So I thought I knew how to properly signal trains
two-way tracks need to have their signals "paired" on either side of the track. one-way tracks just need signals on the right, so obviously nothing to pair with so no issue. paired in this case means *exactly* opposite. when a signal (of either type) is placed, it makes a line across the t...
- Fri Jun 03, 2016 10:16 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37357
Re: Source management and Licensing for Mods
My biggest gripe with Git is Github: it seems that either there is no way, or no one seems to have figured out the way, to make it download zips with the right names - it likes to assert its own format for filenames, so when I get a mod from Github, I always have to rename it to the way Factorio lik...
- Fri Jun 03, 2016 5:54 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61951
Re: Friday Facts #140 - Soon
They still have 4 hours of Friday left in Prague
- Fri Jun 03, 2016 2:34 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 137227
Re: Version 0.12.35
Actually all major organizations like Wube usually have a weekly update. I was comparing them other game companies releasing news about future releases. Like Blizzard who just says "we're working on X. It'll be done when it's done" or Valve who doesn't even tell you what they're working on.
- Fri Jun 03, 2016 2:28 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 137227
Re: Version 0.12.35
cool, I'm apparently authorized to repair transport belts now.Ausprit wrote:If you go on the http://factorio.com homepage, you can create a login and link it easily with your steam account.
- Fri Jun 03, 2016 2:19 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 137227
Re: Version 0.12.35
That portal is pretty sweeeeeet, but all I have is a forum login, not a factorio.com login. I assume because I got the steam version.
- Fri Jun 03, 2016 2:07 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 137227
Re: Version 0.12.35
Wow. You have a real problem if you think weekly updates are too rare. And you've apparently never dealt with any other companies.
- Wed Jun 01, 2016 9:47 pm
- Forum: Ideas and Suggestions
- Topic: pumps: must they pollute when idle?
- Replies: 5
- Views: 1589
Re: pumps: must they pollute when idle?
I guess inserters produce so little pollution that the game just says 0? I mean, if you load this save ( http://silverchat.com/~silver/factorio/3-101.zip ), you'll find 3 actual sources of pollution. One way to the NW in the oil field, a bunch of pollution around the pumps that flickers on and off a...
- Wed Jun 01, 2016 6:23 pm
- Forum: General discussion
- Topic: What kind of restrictions on Achievements will there be?
- Replies: 11
- Views: 6028
Re: What kind of restrictions on Achievements will there be?
No, I don't think, because you can do that with pictures from the forum, too. Or by downloading someone's save game. Why penalize the sharing of combinator tricks and railway interchanges and the like because someone *might* "cheat" the achievements. People who really want to cheat the ach...
- Wed Jun 01, 2016 6:09 pm
- Forum: General discussion
- Topic: What kind of restrictions on Achievements will there be?
- Replies: 11
- Views: 6028
Re: What kind of restrictions on Achievements will there be?
...which hopefully means they'll start considering quality-of-life enhancements like colored concrete, blueprint string, upgrade planner, and nixie tubes instead of just saying "there's a mod for that" since some people will rightfully object to using mods on the basis of mods taking them ...
- Wed Jun 01, 2016 5:00 pm
- Forum: Ideas and Suggestions
- Topic: pumps: must they pollute when idle?
- Replies: 5
- Views: 1589
Re: pumps: must they pollute when idle?
Except not everything pollutes always. Maybe I have a buggy version, but my pollution goes to literally 0 when my base is idle. Except for the pumps.
- Wed Jun 01, 2016 4:58 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 137227
Re: Version 0.12.35
Well, since their release strategy appears to be "even numbers are testing, odd numbers are stable" the only thing you'd expect from 12.35 is completion of 12.34 ... and I guess that was the only bug they found in 12.34. In an ideal world, 12.35 would have released with *no* changes, becau...
- Wed Jun 01, 2016 4:45 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The kilobase
- Replies: 11
- Views: 10940
Re: The kilobase
So I went to the control panel and said "you know what, I need 200 more of each type of Module-3, 1500 more blue belt, 200 more destroyer capsules, 2000 more steel barrels, 2000 more solar panels and 2000 more accumulators, oh, and constantly pump new bots into the logistics network, and I'm al...
- Wed Jun 01, 2016 2:31 pm
- Forum: Ideas and Suggestions
- Topic: pumps: must they pollute when idle?
- Replies: 5
- Views: 1589
pumps: must they pollute when idle?
Literally *every* thing else in your base ceases polluting when idle. Except pumps. They always pollute, even when not doing anything. And I know the game knows they aren't doing anything, because they stop animating when they're idle. Exceptions are bad for teaching and intuition - though sometimes...
- Wed Jun 01, 2016 2:17 pm
- Forum: Implemented Suggestions
- Topic: Additional Barrel Types
- Replies: 2
- Views: 1128
Re: Additional Barrel Types
Maybe this mod? viewtopic.php?f=94&t=7887
- Wed Jun 01, 2016 1:47 pm
- Forum: General discussion
- Topic: Fighting Big bases.
- Replies: 22
- Views: 9494
Re: Fighting Big bases.
With follower Count 20, don't you get 143? 134. Though really you maximally deploy 130 because otherwise you'd waste a bot (since a capsule deploys 5). You usually only get above 130 if you're replacing losses (i.e. once you've lost one to 129, a new capsule won't be waste anymore), but I'm usually...