Search found 169 matches
- Thu May 18, 2017 12:50 pm
- Forum: Technical Help
- Topic: "Loading multiplayer map" can paralyze your computer for minutes.
- Replies: 3
- Views: 1300
Re: "Loading multiplayer map" can paralyze your computer for minutes.
Is it possible to modify the game so if it's about to run out of memory, a warning appears, asking whether you want to continue? I found that when the freeze happens, I can't do anything. I can't even close the program even when playing windowed mode. Nothing else works. Factorio just consumes every...
- Thu May 18, 2017 12:36 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 995997
Re: Factorio Roadmap for 0.15 + 0.16
I would still want to see dirty mining. Mining productivity does not solve the problem. Mining productivity research seems to take a lot of resources that nullify Mining productivity also is less interesting. Despite how important mining is, the mining tech and setups never change once you've got el...
- Tue May 16, 2017 6:55 pm
- Forum: Technical Help
- Topic: "Loading multiplayer map" can paralyze your computer for minutes.
- Replies: 3
- Views: 1300
"Loading multiplayer map" can paralyze your computer for minutes.
When the loading bar for "Loading multiplayer map" reaches the end, the computer can freeze for minutes. It gets worse because once the map has finished loading, you usually can't catch up with the server, making the minutes of waiting to be in vain. It would be much more tolerable if a ga...
- Tue May 16, 2017 11:13 am
- Forum: Ideas and Suggestions
- Topic: BigResearch overhaul idea that would encourage, but not force the player to automate everything.
- Replies: 4
- Views: 1845
Re: BigResearch overhaul idea that would encourage, but not force the player to automate everything.
I wish I had the ability to mod it.
- Mon May 15, 2017 10:59 pm
- Forum: Ideas and Suggestions
- Topic: BigResearch overhaul idea that would encourage, but not force the player to automate everything.
- Replies: 4
- Views: 1845
Re: BigResearch overhaul idea that would encourage, but not force the player to automate everything.
There were a few alternatives I was considering: 1. Make science assembly building the upgraded research lab instead. This would work when it could research only a single type of science per building. It gets messy when trying to add ingredients that enhance different science packs. 2. Make science ...
- Mon May 15, 2017 10:40 pm
- Forum: Outdated/Not implemented
- Topic: Add new research: car braking force
- Replies: 9
- Views: 3955
Re: Add new research: car braking force
Agreed with mophydeen.
- Mon May 15, 2017 10:29 pm
- Forum: General discussion
- Topic: Does anyone even use rocket launcher or landmines?
- Replies: 19
- Views: 8088
Does anyone even use rocket launcher or landmines?
I don't know but for some reason, they doesn't seem to do anything that other offensive or defensive things can do better.
- Mon May 15, 2017 3:49 pm
- Forum: Ideas and Suggestions
- Topic: Undergroud heat pipe
- Replies: 7
- Views: 2045
Re: Undergroud heat pipe
I would say even better would be just pipes that can overlap with belts, pipes and rails.
- Sat May 13, 2017 1:57 pm
- Forum: General discussion
- Topic: Are efficiency modules even worth it?
- Replies: 28
- Views: 18268
Are efficiency modules even worth it?
How well do efficiency modules fare compared with raw materials needed to make them vs raw materials needed to make various electricity production structures (with approximately the same power save vs electricity generated ratio)?
- Thu May 11, 2017 3:01 pm
- Forum: Ideas and Suggestions
- Topic: BigResearch overhaul idea that would encourage, but not force the player to automate everything.
- Replies: 4
- Views: 1845
BigResearch overhaul idea that would encourage, but not force the player to automate everything.
I think I talked about this before but I'd like to explain the concept further. First of all, I'd propose that it would be great if most items could be used to conduct research, rather than a select few. In order to do that, you'd still need your base ingredients to make science packs, but you could...
- Thu May 11, 2017 11:53 am
- Forum: General discussion
- Topic: When you're making a factory, where do things most commonly go into grinding halt for you?
- Replies: 17
- Views: 5727
When you're making a factory, where do things most commonly go into grinding halt for you?
Where do you usually have main bottlenecks? Ore patches, furnaces, basic products, circuits etc.?
- Thu May 11, 2017 11:45 am
- Forum: Ideas and Suggestions
- Topic: Iron Stick... Just remove please
- Replies: 17
- Views: 6485
Re: Iron Stick... Just remove please
Rather than removing sticks, why not give them more uses?
- Wed May 10, 2017 11:38 pm
- Forum: Ideas and Suggestions
- Topic: Update "browse public games" multiplayer menu etc. for easier navigation.
- Replies: 1
- Views: 1251
Update "browse public games" multiplayer menu etc. for easier navigation.
I'd propose following changes: [*]Save public games list server sorting so if you'd come back, you wouldn't have to select "requires password", "has mods" and sorting the games by something every time you enter the games list. [*]When a message "could not establish connectio...
- Sun May 07, 2017 4:25 pm
- Forum: Ideas and Suggestions
- Topic: An ability to use multiple types of fuels in vehicles simultaneouslyTo increase their top speed.
- Replies: 2
- Views: 785
Re: An ability to use multiple types of fuels in vehicles to increase their top speed.
No. You can still use only one type of fuel simultaneously. Edited title to be more clear.AndrewIRL wrote:Isn't this already in 0.15?Version 0.15.0HanziQ wrote:Features
- Fuel type now affects vehicle acceleration and top speed.
- Sun May 07, 2017 3:38 pm
- Forum: Ideas and Suggestions
- Topic: An ability to use multiple types of fuels in vehicles simultaneouslyTo increase their top speed.
- Replies: 2
- Views: 785
An ability to use multiple types of fuels in vehicles simultaneouslyTo increase their top speed.
It would be nice if you could use multiple types of fuels simultaneously in a vehicle. (For an example, a train that runs on wood, coal and solid fuel at the same time). It would make vehicles a bit more useful, particularly trains that travel longer distances. When it comes to trains, it also rewar...
- Sun May 07, 2017 4:35 am
- Forum: Duplicates
- Topic: (1.5.9) Weapons hotbar on lower right hides assembly machine info in windowed mode.
- Replies: 1
- Views: 630
(1.5.9) Weapons hotbar on lower right hides assembly machine info in windowed mode.
Example
Perhaps the user interface needs some adjusting to what's in the front and what's in the back.
Perhaps the user interface needs some adjusting to what's in the front and what's in the back.
- Sat May 06, 2017 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Add the ability to paint wagons.
- Replies: 4
- Views: 1354
Re: Add the ability to paint wagons.
Imagine if the color of the wagon automatically changes based on what's inside?
- Sat May 06, 2017 8:04 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 73770
Re: Friday Facts #189 - Specifying the 1.0
Iron gearwheels requirements in later recipes are insane! 40 gearwheels per second is full blue belt with 4 fully upgraded stack inserters needed! Really please consider introducing STEEL gearwheels in later recipes, only to reduce sheer amount of 0.5s craft items required, even if raw iron ore cos...
- Sat May 06, 2017 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Add the ability to paint wagons.
- Replies: 4
- Views: 1354
Add the ability to paint wagons.
Just like you can paint locomotives, it would be nice to color wagons as well. Useful if your train transports different stuff in each wagon.
- Sat May 06, 2017 9:10 am
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 32790
Re: New achievements for 0.15
Automate Everything: Craft at least 5 of everything using assembling machines.