Search found 52 matches
- Fri Jan 10, 2014 3:52 pm
- Forum: Implemented Suggestions
- Topic: Finding items in the inventory the easy way
- Replies: 14
- Views: 5878
Finding items in the inventory the easy way
I was just searching my inventory for a specific (mod) item again when this idea came to my mind: How about adding a simple highlight/flashy border/whatever you deem fit to the item in the inventory/belt when the player has his mouse cursor over it's matching counterpart in the crafting selection? A...
- Thu Jan 09, 2014 8:04 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328616
Re: [MOD 0.8.x] Treefarm v0.8.3
As of Factorio 0.8.5: Germlings have problems growing on some kinds of terrain. Looking at the calcTreeEfficiency(), it seems that it only checks for basic terrain type without subtypes such as grass-dry. Trees can spawn on water if a field covers it Cokeries display no power even when powered and ...
- Thu Jan 09, 2014 6:25 am
- Forum: Implemented Suggestions
- Topic: Display range for turrets
- Replies: 11
- Views: 6257
Re: Display range for turrets
Necroing this topic because I had the same Idea just about now. Some way to see the turret shooting range (mouse-over maybe?) would be really nice and would help in finding dead spots in the defense grid.
- Wed Jan 08, 2014 12:33 pm
- Forum: Releases
- Topic: Version 0.8.7
- Replies: 3
- Views: 9018
Re: Version 0.8.7
New Icons! http://narwhaler.com/original/yu/x/bender-neat-yuXbkp.jpg Edit: Iron and Steel Chests do look alike quite a lot... I know it's just a different material for the same thing, but making the difference a bit clearer would be nice. Splitter icons are a bit small, as is the diesel locomotive ...
- Sun Jan 05, 2014 5:01 am
- Forum: Mods
- Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
- Replies: 112
- Views: 65517
Re: [MOD 0.8.x] Industrio V0.3.3 - Now with 100% less bugs !
Found a minor graphical glitch in the crafting menu:
The Icon representing the Industrio category only shows a tiny black triangle. It's just a guess but I think the graphic itself is getting truncated there.
The Icon representing the Industrio category only shows a tiny black triangle. It's just a guess but I think the graphic itself is getting truncated there.
- Sat Mar 16, 2013 11:33 pm
- Forum: Show your Creations
- Topic: Demo, Owned.
- Replies: 2
- Views: 5228
Re: Demo, Owned.
Hehe, well done.
"The only good kill is OVERkill."
"The only good kill is OVERkill."
- Mon Mar 04, 2013 11:57 am
- Forum: Gameplay Help
- Topic: Terrain Segmentation
- Replies: 3
- Views: 5377
Re: Terrain Segmentation
I've been messing with the terrain generator a bit and terrain segmentation seems to be the amount of variation between each type of terrain. Setting it to a very low value will make, for example, lakes extremely huge. Higher values try to vary and mix terrain types more but make the landscape look ...
- Mon Mar 04, 2013 11:12 am
- Forum: General discussion
- Topic: We missed it!
- Replies: 14
- Views: 17636
Re: We missed it!
HALLELUJA!kovarex wrote:We will make an official update about the Indiegogo soon.
All I can say now is, that the missing amount of 347 Euro is not going to stop us from doing the multiplayer
*picks up phone* "Cancel the suicide run!"
- Mon Mar 04, 2013 5:48 am
- Forum: General discussion
- Topic: Kill ALL the natives
- Replies: 5
- Views: 9144
Re: Kill ALL the natives
As I'm alway playing in "endless" mode, this would be quite an achievement for meDarthlawsuit wrote:Who else doesn't feel like a level is complete till you have mined half the map and killed every enemy base?
- Sat Mar 02, 2013 10:55 am
- Forum: Show your Creations
- Topic: New, Separate design. Fill free to comment
- Replies: 3
- Views: 6599
Re: New, Separate design. Fill free to comment
I really like the cleanliness of the layout and the expandability. Everything is modular and could be easily duplicated for higher productivity. Bonus points for the Carport :D But I hate the complete dependency on logistics robots. Guess I just don't like them because they pretty much feel like che...
- Sat Mar 02, 2013 9:55 am
- Forum: Show your Creations
- Topic: Pixel art
- Replies: 8
- Views: 11802
Re: Pixel art
Now get to making some kind of super cool stylised version of the factorio logo and you've got yourself a runner up for a main menu background
- Sat Mar 02, 2013 12:44 am
- Forum: General discussion
- Topic: Best screen shot ever.......
- Replies: 3
- Views: 5534
Re: Best screen shot ever.......
Nice timing, but ... I'd rather see a "22.000β¬" there.
I really want multiplayer
I really want multiplayer
- Sat Mar 02, 2013 12:43 am
- Forum: Implemented Suggestions
- Topic: Forcefields
- Replies: 10
- Views: 12867
Re: Forcefields
I'm not completely sure, but kovarex mentioned that "Walls" are already planned but not yet in the game.
Oh and there is already a mod that show you the time remaining until the next wave of attackers comes running. I think it's linked in the modding subsection.
Oh and there is already a mod that show you the time remaining until the next wave of attackers comes running. I think it's linked in the modding subsection.
- Sat Mar 02, 2013 12:41 am
- Forum: Outdated/Not implemented
- Topic: Fuses
- Replies: 5
- Views: 10537
Re: Fuses
I can already see my long line of lasertowers blowing all fuses in a square kilometer around them. But I agree, it would be great to be able to define an area that's vital and would get priority over other areas, like the inserters for the burners and the whole stuff actually needed to not spiral do...
- Fri Mar 01, 2013 7:08 am
- Forum: General discussion
- Topic: What's the point?
- Replies: 10
- Views: 13057
Re: What's the point?
I've felt the same thing with the alpha. But that's pretty much the same "problem" you're facing with every sandbox game: You make your own goals or get bored. Right now there isn't much to do in the game mainly because it's still highly incomplete. I'm pretty sure there will be a full cam...
- Fri Mar 01, 2013 7:01 am
- Forum: Ideas and Suggestions
- Topic: Factories with built-in conveyor belts
- Replies: 6
- Views: 8628
Re: Factories with built-in conveyor belts
... Also, this would prevent the assembling machines from finishing an entire stack before halting production. Care to elaborate? I can't see a reason this wouldn't at least assemble one product and then wait for more room. The whole idea behind this is to enable the factories to directly feed the ...
- Fri Mar 01, 2013 3:24 am
- Forum: Ideas and Suggestions
- Topic: [Idea] Crates
- Replies: 18
- Views: 14060
Re: [Idea] Crates
While I do like the idea, at the same time I don't. I fear it would make the game "too easy". Part of the charm is to manage stuff like this, in my opinion. I'd say let's just keep our nifty UFO's and move on! :) I think kovarex commented on the "chest on belt" thing with the sa...
- Fri Mar 01, 2013 3:20 am
- Forum: Ideas and Suggestions
- Topic: Factories with built-in conveyor belts
- Replies: 6
- Views: 8628
Factories with built-in conveyor belts
I was monitoring my factories being busy for the greater good and thought "Why do they have an entrance/exit at the bottom/southern wall but don't use it?" Thinking of something like a car factory with a permanently moving belt or monorail it would make sense that the inserters take the ma...
- Thu Feb 28, 2013 11:28 pm
- Forum: General discussion
- Topic: Coding Langauge
- Replies: 5
- Views: 9554
Re: Coding Langauge
The indiegogo campaign states "The game is written in C++..."
- Thu Feb 28, 2013 11:25 pm
- Forum: Outdated/Not implemented
- Topic: Crafting Chest
- Replies: 10
- Views: 13268
Re: Crafting Chest
Or just leaving the chest out of the loop at all.MF- wrote:Sounds like something that could be mitigated by setting a "cache limit" with a smart inserter connected to the buffer chest.
Conveyor belts already "store" items anyways.