Search found 100 matches
- Thu Jul 09, 2015 8:11 am
- Forum: Releases
- Topic: Version 0.11.22
- Replies: 57
- Views: 79009
Re: Version 0.11.22
2 days and some 8 hours to go, I think.
- Sun Jul 05, 2015 9:04 am
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 44319
Re: Friday Facts #93 - Furious Finish
I sure hope sopawel.dawidowski wrote:Is there any chance to release 0.12 before friday?
- Fri Jul 03, 2015 9:53 am
- Forum: Show your Creations
- Topic: One minute rocket defense
- Replies: 47
- Views: 46275
Re: One minute rocket defense
Productivity modules are used, they can reduce the input cost of intermediate products by 28.5714% per step. Productivity modules combined with speed beacons can actually reduce the per unit pollution footprint of all circuits because of the reduced need for inputs.
- Fri Dec 26, 2014 10:50 am
- Forum: Gameplay Help
- Topic: Your favorite maps?
- Replies: 6
- Views: 2792
Re: Your favorite maps?
Seed 142857, I finished my speed run on it in 7 hrs 7 minutes and 7 sec. Just divide 1 by 7 and you will get these digits. There is tons of oil close by, as well as a large iron field close bh and a copper field a couple sectors away.
- Sun Dec 14, 2014 11:46 am
- Forum: Ideas and Suggestions
- Topic: Burner inserters take fuel from furnaces
- Replies: 2
- Views: 1607
Burner inserters take fuel from furnaces
This would make the early game a bit simpler. I dont know if there are other things they should take fuel from.
- Tue Oct 21, 2014 5:42 pm
- Forum: Off topic
- Topic: Autonomous Quadcopters
- Replies: 0
- Views: 3969
Autonomous Quadcopters
Hi all, I couldn't help but be reminded of Factorio after watching some videos of autonomous quadcopters (I've ordered 1 and am expecting it in 30~ days due to high demand), they have gotten in the price range of regular consumers (ie 500-1000$ for an autonomous quadcopter). They're capable of flyin...
- Sat Aug 30, 2014 3:11 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 149820
Re: RTS direction
I would absolutely love this
- Fri Aug 01, 2014 7:45 pm
- Forum: Gameplay Help
- Topic: 1st Steam Engine not starting up
- Replies: 6
- Views: 4097
Re: 1st Steam Engine not starting up
I could be wrong but im pretty sure the water is just flowing through the middle without going through the boilers. If that's so, remove all the middle pieces except the one going into the steam engines and the one coming from the pump
- Mon Jul 21, 2014 4:26 pm
- Forum: General discussion
- Topic: A "Co-op" style playthrough, would you watch?
- Replies: 22
- Views: 7266
Re: A "Co-op" style playthrough, would you watch?
I think i would be prone to commit capital crime against anyone who sends me their save because I'm a perfectionist and can't stand inefficiencies but I wish you good luck on this venture...
- Fri Jul 18, 2014 9:30 am
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 23781
Re: "Free belt system" versus "belt circuit"
I think a simple solution would be to make it so that one part of the belt must be powered and that from there every other connected part of that belt is also energized. Every belt part becomes a transmission line to power directly connected belts, without becoming a transmission line to non-belt st...
- Fri Jul 18, 2014 9:26 am
- Forum: Balancing
- Topic: Science Pack Balancing
- Replies: 18
- Views: 21792
Re: Science Pack Balancing
this may give a general idea.
http://puu.sh/agxDo/e6b1c53e65.jpg
http://puu.sh/agxDo/e6b1c53e65.jpg
- Tue Jul 08, 2014 10:04 pm
- Forum: Gameplay Help
- Topic: Good defence config?
- Replies: 12
- Views: 7331
Re: Good defence config?
does that last config work? Do they only go for the turrets?
- Sun Jul 06, 2014 7:43 pm
- Forum: Gameplay Help
- Topic: My setup, trying to make it more efficient, any help?
- Replies: 6
- Views: 3888
Re: My setup, trying to make it more efficient, any help?
by efficient do you mean with less structures, assemblers, etc? It doesn't look efficient in terms of time.
- Sat Jul 05, 2014 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Keeping Settlers Happy (Fireworks, End Game)
- Replies: 8
- Views: 3296
Re: Keeping Settlers Happy (Fireworks, End Game)
Nice idea. Now where Germany is in the football world cup half final I add: - cars with flags on each side driving around senseless and honking all the time. - we need to produce a vuvuzela for every inhabitant. A vuvuzela needs minimum 10 bars of plastics for assembling, cause it is an extremely w...
- Thu Jul 03, 2014 4:31 pm
- Forum: Show your Creations
- Topic: Factorio Speedrun 9 hours 57 minutes
- Replies: 27
- Views: 17898
Re: Factorio Speedrun 9 hours 57 minutes
AM1, Logistics 1, Military 1, Steel, Electronics, AM2, Steel Furnaces, Military 2, Improved Poles 1, Logistics 2, Oil, Liquids Storage, Batteries, Lasers (+damage/speed 3-4), Plastics, Adv Electronics, AM3, Logistics 3, Speed/Productivity 1-5 + Rocket defense (+ requisite techs). Where not mentioned...
- Mon Jun 30, 2014 7:25 pm
- Forum: General discussion
- Topic: Good Map For Speed Trial *fixed*
- Replies: 22
- Views: 7973
Re: Good Map For Speed Trial
is that southeast choke impassible?
- Mon Jun 30, 2014 1:56 pm
- Forum: Show your Creations
- Topic: Factorio Speedrun 9 hours 57 minutes
- Replies: 27
- Views: 17898
Re: Factorio Speedrun 9 hours 57 minutes
it is especially for the base resources. It costs a lot of resources to research bots, and yet more to make them economical to use, and yet more to build enough of them even when you're at that point. You're just delaying things with logistics bots. By the time you're ready to use them you've spent ...
- Mon Jun 30, 2014 12:58 pm
- Forum: Balancing
- Topic: Science Pack Balancing
- Replies: 18
- Views: 21792
Re: Science Pack Balancing
you need to make about 8 electronic circuits a second to produce blue packs at a decent rate (7 of those go to smart inserters). As someone else stated, you need lots of miners and furnaces to produce blue packs at a decent rate. If you get oil sorted out early and 4 blue assemblers producing circui...
- Sun Jun 29, 2014 9:20 pm
- Forum: Ideas and Suggestions
- Topic: Replace all logistic (and smart) chest with a single chest
- Replies: 21
- Views: 7643
Re: Logistic Chests via configure
Understood. That would be definately be a nice feature. It could probably be quite simply done by splitting splitting the chest inventory in half, one half for the requester side and one for the provider. Things being inserted by inserters go to the provider half, and things inserted by robots to th...
- Sun Jun 29, 2014 9:06 pm
- Forum: General discussion
- Topic: Why don't have same account
- Replies: 5
- Views: 2360
Re: Why don't have same account
the forum and website are hosted by separate entities, and the devs probably haven't gotten around to integrating their website with the forums. They probably took a simple option with few headaches that doesn't have the added functionality of a fully integrated forum. I reckon it would cost some ex...