sounds a bit like archivments. but only a bit.
U mean mission goals? i would suggest: finishing free goals results in getting stuff: a new armor or free alien artifacts or a tech.
I played prison architect, where the player can choose contracts.
Search found 102 matches
- Fri Jun 27, 2014 1:30 pm
- Forum: Ideas and Suggestions
- Topic: Challange mode
- Replies: 4
- Views: 1848
- Fri Jun 27, 2014 1:10 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 130605
Re: [0.10.1] RoadWorks 1.04
How do a delete a placed floor?
- Fri Jun 27, 2014 11:15 am
- Forum: Show your Creations
- Topic: Simple design for Science Packs 1 + 2
- Replies: 7
- Views: 7112
Re: Simple design for Science Packs 1 + 2
i tried this: http://postimg.org/image/905cj5gdr/Talguy wrote:Bookmarked
Also, I'd like to see how blue science packs are integrated with this.
its huge but produce one science per sec
- Fri Jun 27, 2014 10:55 am
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 64218
Re: electric engines and train tiers
For example:Ethribin wrote:You mean like, that we could put the modules, that we put into assembly machines, into trains?MisterSpock wrote:Modular trains would be fun too.
That does sound like an interesting idea^^
- Engine Upgrade
- Armor Upgrade
- Weapons
etc.
Lets make every vehicle modular!
- Fri Jun 27, 2014 10:52 am
- Forum: Show your Creations
- Topic: My Orderly Chaos
- Replies: 4
- Views: 4291
Re: My Orderly Chaos
well done
- Fri Jun 27, 2014 8:50 am
- Forum: Show your Creations
- Topic: SpockFactory
- Replies: 6
- Views: 5169
SpockFactory
After my first upload failed. Here it comes. http://s11.postimg.org/905cj5gdr/Factory1.jpg 1 Science per sec http://s27.postimg.org/e4f9hc49r/Factory2.jpg 1 Modul per min http://s27.postimg.org/w8ia1z1y7/Factory3.jpg Producivity http://s11.postimg.org/xjbze7a5r/Factory4.jpg Trains and Blubb http://s...
- Thu Jun 26, 2014 3:34 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 64218
Re: electric engines and train tiers
Modular trains would be fun too.
- Thu Jun 26, 2014 9:02 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: I made a calculator for all you OCD planners out there
- Replies: 53
- Views: 68718
Re: I made a calculator for all you OCD planners out there
Omg, i was calculating with paper and pen, for a while.
- Tue Jun 24, 2014 7:50 pm
- Forum: Balancing
- Topic: Locomotive fuel usage
- Replies: 14
- Views: 21791
Re: Locomotive fuel usage
First of all, and wayyyyy more important than anything else, this is a game. It can use real life as a source of inspiration but is under no obligations to accurately match the real world. This is right, but there is no reason for not copy the drag behavior. Ok, there are much more important this. ...
- Tue Jun 24, 2014 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Large Bridge Cranes
- Replies: 38
- Views: 35495
Re: Large Bridge Cranes
sounds fun
- Mon Jun 23, 2014 8:41 am
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 18270
Re: Adv. circuit - craftingTime rebalancing
I think 8s are appropriate. If you're mass building modules you need indeed lots of adv. circuits assembler - but I find that appropriate. There should be circumstances where a few assemblers aren't enough. As for build times, the most ridiculous are those for accus and solar panels with 0.5 s resp...
- Sun Jun 22, 2014 9:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][kovarex] Error loading save
- Replies: 39
- Views: 17130
Re: [0.10.1] Error loading save
One solution:
Create a Savegame in 0.9.8 and it will work.
All Savegames from 0.9.8 are still working in 0.10.1
Create a Savegame in 0.9.8 and it will work.
All Savegames from 0.9.8 are still working in 0.10.1
- Sun Jun 22, 2014 8:54 am
- Forum: General discussion
- Topic: Speed and Productivity vs Efficiency Moduls
- Replies: 2
- Views: 3718
Speed and Productivity vs Efficiency Moduls
Lets say u want to optimise your solid fuel production. Im only converting light Oil into solid fuel and using advanced oil processing! So i do some Math on Paper: Option a) Tier3 Speed Moduls in Pumpjack + Tier3 Productivity in Reffinery and Chemical Plant Numbers are for one Pumpjack and optimal a...
- Sat Jun 21, 2014 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Modular Tank
- Replies: 1
- Views: 1142
Modular Tank
What about a Modular Tank? (analog power armor)
Possible enhancements:
- engine upgrades
- remote control (to control the tank remotely)
- shield
- repair modules
- weapons (long ranged, short ranged)
- radar
Your opinion?
Possible enhancements:
- engine upgrades
- remote control (to control the tank remotely)
- shield
- repair modules
- weapons (long ranged, short ranged)
- radar
Your opinion?
- Sat Jun 21, 2014 12:55 pm
- Forum: Implemented Suggestions
- Topic: Give Splitters a Seperation Mode
- Replies: 6
- Views: 4506
Re: Give Splitters a Seperation Mode
Looks very good. I hope it will be implement into vanilla.ssilk wrote:Beauty is in the eyes of the beholder:
https://forums.factorio.com/forum/vie ... =14&t=3657
- Fri Jun 20, 2014 7:23 am
- Forum: Implemented Suggestions
- Topic: Give Splitters a Seperation Mode
- Replies: 6
- Views: 4506
Give Splitters a Seperation Mode
At the moment splitting a two-sided belt into 2 one-sided belt is very ugly (see first GIF: http://imgur.com/a/GsxT9 ) So here is my suggestion: Make a seperation mode for splitter . Clicking on it opens UI. Like a smart inserter. - Easy to program - no new building required Give Splitters a Chance!
- Thu Jun 19, 2014 8:52 am
- Forum: Balancing
- Topic: Possible balance issue: Electric energy / Effectivity
- Replies: 18
- Views: 18202
Re: Possible balance issue: Electric energy / Effectivity
Hi! The burner inserter has 180W of power - compared to the electric counterparts, this thing should be amazingly fast. A steel furnace can smelt double the amount using up the same amount of fuel - a really great upgrade, but shouldn't the used power per smelted unit be the same? I agree. Burner i...
- Wed Jun 18, 2014 9:24 am
- Forum: Resolved Problems and Bugs
- Topic: Cant close OilRefinery GUI - Loading Savegame crashes
- Replies: 2
- Views: 885
Cant close OilRefinery GUI - Loading Savegame crashes
I wasnt able to close OilRefinery GUI. ESC or reclicking or running far away doesnt solve the problem.
Here is the Save after the bug appears:
http://www.mediafire.com/download/s68v4 ... /save1.zip
Reloading the save causes the game to crash.
Here is the Save after the bug appears:
http://www.mediafire.com/download/s68v4 ... /save1.zip
Reloading the save causes the game to crash.
- Tue Jun 17, 2014 8:18 pm
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 18270
Re: Adv. circuit - craftingTime rebalancing
The reason why inserters are made quickly is because of gameplay, since many people will make a lot of inserters manually. That's why assemblers, pipes, transport belts, miners,... have a (unrealistic) short building time too. I guess the production time for electronic circuits could go up a little...
- Tue Jun 17, 2014 4:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] poles placing crash
- Replies: 6
- Views: 1701
Re: [0.10.0] poles placing crash
Same Problem detected:
http://www.mediafire.com/view/ksw4a1xh9qrw4e9/bug.bmp
And i think i got the reason. While using autoplacefunction for electric poles it crashes, when you try to place the pole too far away. I was able to reproduce the bug.
http://www.mediafire.com/view/ksw4a1xh9qrw4e9/bug.bmp
And i think i got the reason. While using autoplacefunction for electric poles it crashes, when you try to place the pole too far away. I was able to reproduce the bug.