Search found 435 matches
- Mon Jun 23, 2014 10:00 am
- Forum: Technical Help
- Topic: Frozen every 2 minutes
- Replies: 11
- Views: 10139
Re: Frozen every 2 minutes
Check your autosave interval at options. I believe it is set to 2 minutes by default, so there's high chance the game is taking a while to save the game. You can raise the interval if it bothers you, but I would recommend not to set it any higher than 10 minutes. Remember that 0.10.1 is still a some...
- Sun Jun 22, 2014 4:01 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131200
Re: [0.10.1] RoadWorks 1.01
Version 1.01 released! 1.01 (0.10.1) > Features: - Road surfaces now increase player's walking speed. Asphalt road gives 10% bonus, concrete pavement gives 25% bonus and cobblestone path gives 40% speed bonus. - New sounds for walking on road surfaces - Migration file for saves created without Road...
- Sat Jun 21, 2014 8:51 pm
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 61651
Re: Supression of the size shift of electric furnaces
I don't think the size should be changed. Electric furnaces are not an upgrade to steel furnaces but an alternative. Until you have modules, they are inferior in almost every aspect, but on the other hand, they allow you to reduce your coal usage and (with solar panels) pollution release. The size a...
- Sat Jun 21, 2014 8:47 pm
- Forum: Balancing
- Topic: Why are electric furnaces so expensive?
- Replies: 53
- Views: 54969
Re: Why are electric furnaces so expensive?
Not really true, coal is a compressed source of carbon and all of the things you listed require carbon, not necessarily coal. The form of carbon is important, though. You can't just throw in a tank of carbon oxides and expect it to work. :P Graphite is sometimes used for it, but it's needlessly exp...
- Sat Jun 21, 2014 8:11 pm
- Forum: Implemented mod requests
- Topic: Custom minimap colours
- Replies: 6
- Views: 7910
Re: Custom minimap colours
Unfortunately that's not possible either, it seems that all entity colours are hardcoded, and since the devs appear to look here only rarely, chances are it won't see this for a long time, if at all... One workaround you can try is changing the colour of tiles to something that doesn't hide the tree...
- Sat Jun 21, 2014 6:46 pm
- Forum: Gameplay Help
- Topic: Map Settings
- Replies: 2
- Views: 1614
Re: Map Settings
Frequency makes resource fields rarer but bigger. Size does what you would expect, it decreases the size of the fields (some of the smaller fields can disappear entirely). What Richness does you already know. The game also boosts the probability of ores occuring in the starting area, which might be ...
- Sat Jun 21, 2014 2:57 pm
- Forum: Gameplay Help
- Topic: Need lua to refresh oil resource
- Replies: 4
- Views: 3539
Re: Need lua to refresh oil resource
Try typing this in the console: game.regenerateentity("crude-oil") Not sure if it will work, it is typically used when a map is lacking the resource entirely, not when it is depleted. Even if it works, you should make sure to save under a different filename just in case something gets brok...
- Sat Jun 21, 2014 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Consumption/Production / Electric Network Info / Power Meter
- Replies: 61
- Views: 23518
Re: Consumption/Production / Electric Network Info / Power M
Remember that this doesn't matter to experienced players like us in any way since we already know how things work. The point of the suggestion is to make it friendlier for the newbies. This very thread is the evidence showing how many people were confused by it in their beginning. It doesn't matter ...
- Sat Jun 21, 2014 11:58 am
- Forum: Ideas and Suggestions
- Topic: Consumption/Production / Electric Network Info / Power Meter
- Replies: 61
- Views: 23518
Re: Consumption/Production / Electric Network Info / Power M
Sorry, that's a bad idea. You want to rename the thing that indicates supply to demand and the thing that indicates demand, you want to rename supply? :o That's the opposite of being intuitive. That's because it's reversed currently. Think abou it for a minute. As it is now, your Production is alwa...
- Sat Jun 21, 2014 11:24 am
- Forum: Ideas and Suggestions
- Topic: Filter on furnace input
- Replies: 6
- Views: 2749
Re: Filter on furnace input
There are no smart long-handed inserters.robhol wrote:What's the difference between using a filtered furnace and a regular furnace fed by a smart inserter with the same filter?
- Sat Jun 21, 2014 8:48 am
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131200
Re: [0.10.0] RoadWorks
just an idea can be implemented waste in the form of asphalt https://forums.factorio.com/forum/viewtopic.php?f=33&t=4341 Well pier in the form of land or ports, that there could be put walls, guns, etc. admissible if a lot of water that would reduce it to install walls and protection I could ma...
- Sat Jun 21, 2014 8:23 am
- Forum: Balancing
- Topic: Why are electric furnaces so expensive?
- Replies: 53
- Views: 54969
Re: Why are electric furnaces so expensive?
In real life, coal is only useful for the stored power inside of it. In factorio, you need coal for producing goods I would just like to point out that this is not true. Coal is used for making plastics in reality, in addition to many chemical and agricultural products, carbon fibers, pollution scr...
- Fri Jun 20, 2014 7:35 pm
- Forum: Releases
- Topic: Version 0.10.1
- Replies: 36
- Views: 38871
Re: Version 0.10.1
Awww, I hoped the setLiquid method for PipeConnectable would make it in...
Oh well, it's still a great patch that fixes a ton of problematic bugs and the help method may be useful as well.
Oh well, it's still a great patch that fixes a ton of problematic bugs and the help method may be useful as well.
- Fri Jun 20, 2014 5:52 pm
- Forum: News
- Topic: Re: Friday Facts #39
- Replies: 38
- Views: 30983
- Fri Jun 20, 2014 5:47 pm
- Forum: News
- Topic: Re: Friday Facts #39
- Replies: 38
- Views: 30983
Re: Friday Facts #39
Oh goodness, it's here already! Expect your servers to explode in about three seconds... The gate is looking pretty good! I was just preparing to mod it in, glad there's no need to anymore. Now I really regret not going to a game development school, my hobbyist C++ skills are most likely not enough....
- Fri Jun 20, 2014 8:46 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373219
Re: [0.10.0] Bob's Ore Mod.
No need to change anything, actually. In 0.10.1 (which comes out today), it will not be a problem anymore.
- Thu Jun 19, 2014 9:00 pm
- Forum: Ideas and Suggestions
- Topic: Of Boilers & Pipes
- Replies: 10
- Views: 2759
Re: Of Boilers & Pipes
I can't say I agree with replacing pumps with boilers. It would make sense if water was only used in steam engines, but remember that you need it in several chemical recipes too. Well, if the devs decide against expanding the coal stage, then we should at least have the possibility of modding it in ...
- Thu Jun 19, 2014 8:42 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131200
Re: [0.10.0] RoadWorks
Would it be possible to create an object which only the car collides with that has infinite health? I don't know what you guys can do so this is only a suggestion. As Ranakastrasz said, there's no way to add custom collision masks yet - if there were, my job would be much easier. :) 2 idea limeston...
- Thu Jun 19, 2014 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Massive base, fps drops, filesize triples
- Replies: 10
- Views: 6077
Re: [0.10.0] Massive base, fps drops, filesize triples
Do these bugfixes change game balance in any way? Biters are already easy to deal with in 0.10 and reducing their number would only seem to make them even less of a threat. Same with the limiting of maximum pathfinders - if you get a lot of biters to run after you at once, won't the majority of them...
- Thu Jun 19, 2014 4:21 pm
- Forum: Show your Creations
- Topic: I found the Motherload.
- Replies: 8
- Views: 7848
Re: I found the Motherload.
Ah, that makes sense now. Lowering frequency makes resource fields rarer but bigger, which in combination with the largest size and richness does this. Well, I guess you'll never you railroads in this game.