Search found 83 matches
- Thu Nov 30, 2017 11:53 pm
- Forum: Questions, reviews and ratings
- Topic: Updating Old Mods to work with new versions
- Replies: 6
- Views: 5461
Re: Updating Old Mods to work with new versions
Except... if the mod isn't updated by now, the mod will likely not work just by changing the factorio version. So don't be suprised if the mod that you edit like that breaks. So? I just copy the .15 style libraries and model the old mod's libraries after it. 90% of mods use base game content which ...
- Tue Oct 24, 2017 3:28 pm
- Forum: Technical Help
- Topic: Factorio Multiplayer lag (Not my network or PC)
- Replies: 7
- Views: 5061
Re: Factorio Multiplayer lag (Not my network or PC)
Being able to load and run a map is not necessarily the same as being able to run the map at 60 updates per second. (And even if you can run it at 60 ups in singleplayer, your cpu needs to do extra work in multiplayer, and that extra work can be drop your ups below 60. And if the server is running ...
- Tue Oct 24, 2017 4:40 am
- Forum: Technical Help
- Topic: Factorio Multiplayer lag (Not my network or PC)
- Replies: 7
- Views: 5061
Re: Factorio Multiplayer lag (Not my network or PC)
The normal cause for not being able to catch up is that the base is getting large, and your computer is slower than the server, and not able to run the simulation at the same speed as the server. The normal fix is to have somebody slow down the server with /c game.speed=0.8 (That might need to be t...
- Tue Oct 24, 2017 3:40 am
- Forum: Technical Help
- Topic: Factorio Multiplayer lag (Not my network or PC)
- Replies: 7
- Views: 5061
Factorio Multiplayer lag (Not my network or PC)
So I was trying to join an uncapped multiplayer server in 15.37 with a couple of friends and I kept not being able to catch up or when I was able to finally join the game wouldn't even run. I tried joining public servers which had excellent support and the same thing happened again. I was using mods...
- Mon Oct 23, 2017 3:27 am
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 20485
Factorio Confession/advice
So bit of a confession: I have been playing since 0.14 and never made it past a basic slow blue science factory legitimately, and I want to find a way to make the process of building up more enjoyable.... which is why I posted things concerning the development of new game aspects such as time accele...
- Sat Oct 07, 2017 2:43 am
- Forum: Multiplayer
- Topic: Factorio MP over steam
- Replies: 2
- Views: 1669
Factorio MP over steam
Yo, so I am kinda getting tired of singleing factorio. Anyone wanna join me via steam? Steam account name: TJ2132, friend me and I shall invite
- Fri Oct 06, 2017 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Time acceleration
- Replies: 33
- Views: 10084
Re: Time acceleration
You can start building whatever you will need next and/or expand some of your existing production. In a typical factory there is almost always something useful you can expand or otherwise build. (Ok. If you are just playing until you launch a rocket or accomplish some other task, then towards the e...
- Fri Oct 06, 2017 7:08 pm
- Forum: Ideas and Suggestions
- Topic: Time acceleration
- Replies: 33
- Views: 10084
Re: Time acceleration
If you're ever waiting for things in the game then you're playing the game wrong: the entire point is to automate everything you're waiting on such that you don't ever have to wait for it. If something is taking too long - you build more so it doesn't take as long. That being said: you can always u...
- Wed Oct 04, 2017 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Time acceleration
- Replies: 33
- Views: 10084
Re: Time acceleration
Like in https://mods.factorio.com/mods/binbinhfr/TimeTools ? My suggestion is: The Factorio Devs implement this as their own idea, maybe some mod influence, but base it off of the gamespeed command. Because in and of itself, using the gamespeed command isn't cheaty, nothing changes how the game pla...
- Mon Sep 25, 2017 2:38 pm
- Forum: Questions, reviews and ratings
- Topic: Updating Old Mods to work with new versions
- Replies: 6
- Views: 5461
Updating Old Mods to work with new versions
Hi, so I would like to give a basic tutorial of how to update any mod to work with 0.15. In the mod is "info.json" in here are the mod's dependencies and the base factorio version. If there are any dependencies you don't want remove all the dependencies within the quotation marks in the de...
- Sun Sep 24, 2017 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Time acceleration
- Replies: 33
- Views: 10084
Time acceleration
So you know how time acceleration works in KSP? I'd like to see something similar for factorio, where accelerated time it's counted in real play time as well. I do this with creative mode currently so it doesn't disable the achievements, but what's wrong with time acceleration? Time acceleration wou...
- Sat Sep 23, 2017 6:43 pm
- Forum: Gameplay Help
- Topic: World generating without trees
- Replies: 1
- Views: 808
World generating without trees
So what the hell is up with 15.34 world generation? Every preset has no trees. Also where did the starting area settings go? How do I fix these issues?
- Fri Sep 22, 2017 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Water bodies
- Replies: 0
- Views: 580
Water bodies
So essentially I am suggesting to add in semi realistically shaped bodies of water for flavor in the world. I suggest that one new type of water body is implemented: Rivers. No new mechanics, just flavor. Perhaps a bridge rail if you feel like it. I however suggest the limiting factor of there canno...
- Fri Sep 22, 2017 8:48 pm
- Forum: Ideas and Suggestions
- Topic: Removal of base version dependencies for mods
- Replies: 5
- Views: 2216
Re: Removal of base version dependencies for mods
So, with the current stable build of 15.34, I've had to personally edit many dependencies for a number of mods in order to force them to work. Personally, I think that instead of having a "Base version requirement" you should only have a mod requirement, for mods that depend on other mods...
- Fri Sep 22, 2017 2:11 pm
- Forum: Ideas and Suggestions
- Topic: Removal of base version dependencies for mods
- Replies: 5
- Views: 2216
Removal of base version dependencies for mods
So, with the current stable build of 15.34, I've had to personally edit many dependencies for a number of mods in order to force them to work. Personally, I think that instead of having a "Base version requirement" you should only have a mod requirement, for mods that depend on other mods,...
- Fri Sep 22, 2017 12:42 am
- Forum: Texture Packs
- Topic: [Request] Alternate Game Textures
- Replies: 2
- Views: 3397
[Request] Alternate Game Textures
So, if any of you remember the minecraft craze of 2012, you remember Sphax pure BDcraft, and other texture packs that completely changed the way minecraft looked. I'd love to see this idea transferred to factorio, because though the game can be quite pretty, the graphics get old after thousands of h...
- Wed Jul 12, 2017 3:26 pm
- Forum: General discussion
- Topic: The purpose of automation.
- Replies: 25
- Views: 9086
Re: The purpose of automation.
I need you all to look up Mako Reactors and Mako Energy for me, If I were to mod this it'd be so friggin cool. And it'd be even cooler if you could create monsters with Mako and command them to wipe out some pesky biters.
- Wed Jul 12, 2017 3:23 pm
- Forum: General discussion
- Topic: The purpose of automation.
- Replies: 25
- Views: 9086
Re: The purpose of automation.
While I love Factorio to death, the thing that gets me is that the only reason you have to build, is simply for the sake of building There's more to life than building xit? I just don't get it ...guys, is he going crazy? Yeah, I think he's just going crazy. /s It has a similar issue almost to KSP, ...
- Fri Jun 30, 2017 7:57 pm
- Forum: General discussion
- Topic: The purpose of automation.
- Replies: 25
- Views: 9086
Re: The purpose of automation.
The thing is, Factorio and real life are alike, why? Expand and survive and pollute, or be a hippie have no money, live in a van by the river and starve because you can't kill that smelly pig that sleeps outside your van every night for food. Oh and that and factorio and real life begin to become on...
- Fri Jun 30, 2017 7:52 pm
- Forum: Ideas and Suggestions
- Topic: More Graphical changes with pollution
- Replies: 0
- Views: 421
More Graphical changes with pollution
So most ideas start like this "Factorio NEEDS this" I will say that factorio as it is a near perfect game. However I'd like to see one simple change, a couple more graphical changes when pollution reaches a certain level, besides trees withering. Make the land look polluted and messed up, ...