Currently clocking in at 2.3GB. And that's with replays disabled.
My most developed save is 28MB (200+ hours) and the current one is just 18MB.
EDIT: corrected save game size derpiness.
Search found 94 matches
- Tue Sep 16, 2014 4:35 pm
- Forum: General discussion
- Topic: How big is your save game folder?
- Replies: 13
- Views: 5655
- Tue Sep 16, 2014 2:55 pm
- Forum: Not a bug
- Topic: [0.10.11] Cannot built train stop, if tracks too near
- Replies: 9
- Views: 3671
Re: [0.10.11] Cannot built train stop, if tracks too near
I managed to reproduce this after monkeying around with tracks and signals and then realizing that ssilk was talking about train spots. The problem is the cursor skips positions (snaps to a grid?) depending on whether you move the cursor from the top or from the bottom. I can make an animated gif sh...
- Tue Sep 16, 2014 1:32 pm
- Forum: Releases
- Topic: Version 0.10.12
- Replies: 37
- Views: 51935
Re: Version 0.10.12
Wow, just Wow! Now close the bug report forum, quick!
- Tue Sep 16, 2014 12:37 am
- Forum: Translations
- Topic: Is a PT-BR translation a possibility?
- Replies: 1
- Views: 7099
Re: Is a PT-BR translation a possibility?
Checkout factorio's project on crowdin. There's a PT-BR translation already done.
The new translations are going to be included in 0.11.0.
The new translations are going to be included in 0.11.0.
- Mon Sep 15, 2014 11:54 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73342
Re: [0.10.x] Factorio Maps
Awesome mod. Works really well.
It's a pity that the screenshot function doesn't capture the Alt info.
It's a pity that the screenshot function doesn't capture the Alt info.
- Mon Sep 15, 2014 2:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.11] Mousebuttons & the GUI
- Replies: 5
- Views: 4756
Re: [0.10.11] Mousebuttons & the GUI
0.10.11 is almost perfect and contains exactly 0.5 bugs, from which yours isn't one. It's going to be a stable release. You're most likely doing something wrong.
Please refrain from posting bugs with that version tag.
Please refrain from posting bugs with that version tag.
This is not a serious post. You probably noticed it, but still...
- Mon Sep 15, 2014 1:34 pm
- Forum: News
- Topic: Friday Facts #51 - First MP Game
- Replies: 46
- Views: 31212
Re: Friday Facts #51 - First MP Game
I'm here betting it involves less than legal substances. Or a boat load of legal ones.cube wrote:Everything is poisonous and internet connection like this... how can you live there?!?-root wrote:As the factorio australian in residence i confirm this to be true. Our internet speeds bite the big one
- Mon Sep 15, 2014 1:31 pm
- Forum: Releases
- Topic: Version 0.10.11
- Replies: 6
- Views: 24502
Re: Version 0.10.11
You guys are nothing short of amazing. Keep it up.
- Thu Sep 11, 2014 5:58 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 216910
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
... this is currently the best series to learn to play Factorio really deep.... Sorry, no... Don't want to insult anyone but.. I really watched now a couple of episodes.. And IT HURTS so much... Really... The density of fail, on so many levels... Can't say much more, really hope new players get the...
- Thu Sep 11, 2014 5:50 pm
- Forum: General discussion
- Topic: What are your plans for multiplayer?
- Replies: 15
- Views: 5590
Re: What are your plans for multiplayer?
Is there any other way to play Factorio?OBAMA MCLAMA wrote:I assume you want to run through hours of playthrough in one go? lol
- Wed Sep 10, 2014 4:32 pm
- Forum: Translations
- Topic: Portuguese Translation (PT-PT)
- Replies: 12
- Views: 15881
Re: Portuguese Translation (PT-PT)
Nice! Thanks for the reply.
I'll try to check crowdin regularly for any changes.
I'll try to check crowdin regularly for any changes.
- Wed Sep 10, 2014 2:20 pm
- Forum: Not a bug
- Topic: [0.10.9] splitter priority when joining
- Replies: 18
- Views: 10748
Re: [0.10.9] splitter priority when joining
I understand that speaking/writing is so much easier than coding. I was just expressing what I would think, if I was watching this behaviour as a new player. I would expect that, given a clear output belt and constant input from both belts, the output would be perfectly balanced. Like splitters do w...
- Wed Sep 10, 2014 2:00 pm
- Forum: Not a bug
- Topic: [0.10.9] splitter priority when joining
- Replies: 18
- Views: 10748
Re: [0.10.9] splitter priority when joining
Wow. This is amazing. And it makes totally sense. One off and the splitter behaves differently. Quite useful, if you know it. Why didn't I see that myself? :) And how could I explain that in the wiki? :) :? EDIT: This thread brought me to the point, that I now will test this completely through and ...
- Tue Sep 09, 2014 4:47 pm
- Forum: Translations
- Topic: Portuguese Translation (PT-PT)
- Replies: 12
- Views: 15881
Portuguese Translation (PT-PT)
Hello all.
The Portuguese translation is now 100% complete on crowdin.
Do I need to do anything else with it?
The Portuguese translation is now 100% complete on crowdin.
Do I need to do anything else with it?
- Tue Sep 09, 2014 2:02 pm
- Forum: Gameplay Help
- Topic: Deciding which items to re-make and which to keep on belts?
- Replies: 12
- Views: 28698
Re: Deciding which items to re-make and which to keep on bel
You can look at this save game for an almost perfect illustration of what ssilk wrote.
You'll have to install some little mods as well.
You'll have to install some little mods as well.
- Tue Sep 09, 2014 1:32 pm
- Forum: Gameplay Help
- Topic: How to count how many construction robots I have?
- Replies: 8
- Views: 4464
Re: How to count how many construction robots I have?
Instead of visiting every roboport you have, do the following: find a roboport with some space around it; place a blueprint of something, preferably something that uses a considerable number of robots to build; wait for them to finish. All the robots will most likely park in the roboport near you; c...
- Mon Sep 08, 2014 9:52 pm
- Forum: Translations
- Topic: [English - 0.2.7] Corrections needed
- Replies: 8
- Views: 22531
- Sat Sep 06, 2014 1:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] Low FPS due to slow flip
- Replies: 15
- Views: 7096
Re: [0.10.9] Low FPS due to slow flip
Low FPS due to high flip happens to me every time there are a lot of trees in the screen, like when walking through a forest while zoomed out. Zooming in or walking away from the forest lowers the flip value again.
This happens since 0.10.3, which was the first version I played.
This happens since 0.10.3, which was the first version I played.
- Sat Sep 06, 2014 12:10 am
- Forum: Gameplay Help
- Topic: Can you show off your best setups?
- Replies: 7
- Views: 4268
Re: Can you show off your best setups?
Could someone with a nice setup for the oil industry show theirs. I really try to lay things out in a neat organized fashion, but the oil always just turns into a mess. I don't know if this is nice, but I think it's not messy. The pictures show the oil line from left to right. Ignore eventual stuff...
- Thu Aug 28, 2014 2:35 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 320617
Re: A tool to help you optimise your production lines.
? My post falls on your 'untempered vitriol' category. Why would I try to install something made in a framework, whose developer doesn't even try to cater to the platform I use? Surely I'm not expected to install a 3rd party framework implementation that may or may not be able to run the stuff. 20t...