Search found 7054 matches
- Fri May 08, 2015 12:59 pm
- Forum: News
- Topic: Friday Facts #85 - Sales Stats
- Replies: 49
- Views: 38624
Re: Friday Facts #85 - Sales Stats
Two things got me : the new trailer and an "ad" from a Gnomoria player on Gnomoria forums who basically said "if you like this game, you might like Factorio too". I did indeed
- Fri May 08, 2015 12:00 pm
- Forum: Gameplay Help
- Topic: Is there an available Evolution timeline?
- Replies: 12
- Views: 5651
Re: Is there an available Evolution timeline?
How evolution evolves is described in the wiki, link provided 3 posts above.
- Fri May 08, 2015 7:25 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Zeppelins!
- Replies: 13
- Views: 10890
Re: [Request] Zeppelins!
But do you think a dense atmosphere would let through enough energy from the sun to provide 60 kW per solar panel ?
(see https://forums.factorio.com/forum/vie ... f=5&t=9182 for more fun)
(see https://forums.factorio.com/forum/vie ... f=5&t=9182 for more fun)
- Fri May 08, 2015 7:18 am
- Forum: Ideas and Requests For Mods
- Topic: Metal Alloys
- Replies: 4
- Views: 4666
Re: Metal Alloys
As suggested, moved the topic in the Ideas/requests for mods.
- Thu May 07, 2015 8:07 pm
- Forum: Gameplay Help
- Topic: Is there an available Evolution timeline?
- Replies: 12
- Views: 5651
Re: Is there an available Evolution timeline?
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the "spawning wheel". We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0....
- Thu May 07, 2015 10:49 am
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 51908
Re: Some items becoming "useless" in lategame & changing recipes
I'd love to see this implemented : right now, I just skip on purpose basic modular and Mk1 armor to directly get to MK2, just because I feel to be a waste the tiers in between.
Upgraded armor could be of same percentage durability as the component armor used to craft it.
Upgraded armor could be of same percentage durability as the component armor used to craft it.
- Thu May 07, 2015 10:41 am
- Forum: Ideas and Requests For Mods
- Topic: Storage Bunker [Dedicated Storage]
- Replies: 5
- Views: 5334
Re: Storage Bunker [Dedicated Storage]
I must admit I like UberWaffe's storage bunker concept way (way way) better that the infinite amount.I feel it suits better to the feel of the game (even if Compression chests mod is really good, I just find it a little "too good" (OP)). [Edit] Must have been drunk when I confused OP's nam...
- Thu May 07, 2015 5:45 am
- Forum: Ideas and Suggestions
- Topic: Placing pipes next to each other
- Replies: 13
- Views: 12908
Re: Placing pipes next to each other
The use of underground pipes really helps compacting that oil system design. I personnally kind of like the way pipes connect to each other.
If you want, here's a quite compact layout for your oil processing :
http://imgur.com/a/ERVhg?gallery#9BucJzY
If you want, here's a quite compact layout for your oil processing :
http://imgur.com/a/ERVhg?gallery#9BucJzY
- Thu May 07, 2015 5:35 am
- Forum: Implemented Suggestions
- Topic: Brush size option in editor
- Replies: 3
- Views: 5765
Re: Brush size option in editor
Topic moved to implemented suggestions.
- Thu May 07, 2015 5:33 am
- Forum: Implemented Suggestions
- Topic: Electric Furnace.
- Replies: 4
- Views: 6682
Re: Electric Furnace.
Suggestion implemented indeed
- Wed May 06, 2015 7:49 pm
- Forum: Ideas and Suggestions
- Topic: More types of module for Modular/Power Armor
- Replies: 6
- Views: 2995
Re: More types of module for Modular/Power Armor
How about a silenced sniper rifle that doesn't attract other biters of you kill one with it? Certainly would add to the stealth modules... Even if you OS one biter every second (which is pretty OP imho), a full base of 50-100 biters respawn in maybe 10 seconds. The biters respawn way too fast for a...
- Wed May 06, 2015 11:21 am
- Forum: Mods
- Topic: [0.12.0] static game difficulty
- Replies: 15
- Views: 18787
Re: [0.11.1] static game difficulty
Evolutionfactor is calculated with :
- time passed
- pollution
- number of biter nests killed.
If a mod removes the time factor, and pollution factor there is still the "biter nest killing" source.
- time passed
- pollution
- number of biter nests killed.
If a mod removes the time factor, and pollution factor there is still the "biter nest killing" source.
- Wed May 06, 2015 11:13 am
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Auto-Direction
- Replies: 10
- Views: 8268
Re: Conveyor Belt Auto-Direction
- Only build connected pieces of railroad and insert curves when appropriate. Already many suggestions for that, I think it's more or less int the devs' to-do list - Build connected underground pipes with max distance. Already many suggestions for that - Build drills, so that their catchment areas ...
- Wed May 06, 2015 6:11 am
- Forum: This Forum
- Topic: SEO issue
- Replies: 26
- Views: 18546
Re: SEO issue
Have you thought of using Google Analytics to have a look at what Google has in its records about this forum ?
- Wed May 06, 2015 5:54 am
- Forum: Modding help
- Topic: Artillery Cannon help required
- Replies: 12
- Views: 4085
Re: Artillery Cannon help required
Hi,
Dunno if it can help, but what's the following line in entity\turrets.lua doing :
I mean if you raise the distance where the projectile is created, won't it work ?
Dunno if it can help, but what's the following line in entity\turrets.lua doing :
Code: Select all
projectile_creation_distance = 0.6,
- Tue May 05, 2015 10:09 pm
- Forum: This Forum
- Topic: SEO issue
- Replies: 26
- Views: 18546
Re: SEO issue
Hi, The forum IS indexed by Google. The point is its ranking is abysmal (I think). Try this search : Treefarm site:www.factorioforums.com For me, 4th link points towards this : https://forums.factorio.com/forum/viewtopic.php?p=69230 The thing is the forum has been closed to bot crawling for long, so...
- Tue May 05, 2015 9:10 pm
- Forum: 1 / 0 magic
- Topic: Lauching Program
- Replies: 2
- Views: 4173
Re: Lauching Program
Your hardware is extremely limited. Integrated chopset on a 8 year old laptop, I'm not sure you'll be able to run Factorio on that.
- Tue May 05, 2015 8:20 pm
- Forum: Modding discussion
- Topic: Bridge Mod?
- Replies: 4
- Views: 9044
Re: Bridge Mod?
Hi, You might want to have a look to these treads : https://forums.factorio.com/forum/viewtopic.php?p=77865 https://forums.factorio.com/forum/viewtopic.php?f=6&t=9276 https://forums.factorio.com/forum/viewtopic.php?f=6&t=7977&hilit=bridge https://forums.factorio.com/forum/viewtopic.php?f...
- Tue May 05, 2015 8:06 pm
- Forum: Balancing
- Topic: Armor Batteries are underpowered, give them a boost
- Replies: 14
- Views: 29281
Re: Armor Batteries are underpowered, give them a boost
Yeah portable fusion reactor seems so unimaginable
- Tue May 05, 2015 8:01 pm
- Forum: Ideas and Suggestions
- Topic: More types of module for Modular/Power Armor
- Replies: 6
- Views: 2995
Re: More types of module for Modular/Power Armor
I love the idea of stealth module, with the bonus suggestion of the sniper rifle. However, with the WTFesque respawn rate of the biters, a sniper rifle would be totally useless.