A well working wiki is very important for this type of game. Good job Bilka and congratulations to your new job =)
Well done Gangsir also of course!
Search found 61 matches
- Fri Mar 09, 2018 7:02 pm
- Forum: News
- Topic: Friday Facts #233 - Wiki admin
- Replies: 23
- Views: 14374
- Wed Feb 28, 2018 6:44 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 36689
Re: Version 0.16.27
OMG Extra sexy concrete!!!
- Thu Jan 25, 2018 8:09 pm
- Forum: Releases
- Topic: Version 0.16.19
- Replies: 26
- Views: 17521
Re: Version 0.16.19
No news on the desync issue many people seem to have?
- Wed Jan 24, 2018 8:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 12756
Re: [0.16.18] Desyncs while running
Here are three more reports of desyncing.
http://stuff.unket.se/Factorio/bugreport/
Didn't move in any of them. In the third and last one I desynced while writing in IRC about this forum thread
No mods. I have a fully enclosed base, so regarding biters pathing that sounds like it might be it.
http://stuff.unket.se/Factorio/bugreport/
Didn't move in any of them. In the third and last one I desynced while writing in IRC about this forum thread
No mods. I have a fully enclosed base, so regarding biters pathing that sounds like it might be it.
- Mon Jan 15, 2018 10:38 am
- Forum: Fan Art
- Topic: Nuclear Reactor (Multi-sceen wallpaper)
- Replies: 2
- Views: 4582
Re: Nuclear Reactor (Multi-sceen wallpaper)
Thanks.
And now I just realized there's a sticky thread for wallpapers *facepalm*
sorry
And now I just realized there's a sticky thread for wallpapers *facepalm*
sorry
- Tue Jan 09, 2018 7:55 am
- Forum: Fan Art
- Topic: Nuclear Reactor (Multi-sceen wallpaper)
- Replies: 2
- Views: 4582
Nuclear Reactor (Multi-sceen wallpaper)
EDIT: !!SERVER PROBLEMS!! Since my server is currently broken, I've instead uploaded all images on Dropbox for the time being: https://www.dropbox.com/sh/13wa2bjqtm92lqd/AADyOphiL-tMTAWX8Qx2Qtiza?dl=0 took a glamour shot of my new 2x3 reactor and pimped a little with Photoshop 3840x1200: http://stu...
- Fri Dec 08, 2017 11:31 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 77349
Re: Friday Facts #220 - The best Friday Facts ever
AWww good yes I did not expect any of this! Finally I can build nice harbors
Also that artillery projectile flying on the map reminds me so much of Total Annihilation
Also that artillery projectile flying on the map reminds me so much of Total Annihilation
- Fri Dec 01, 2017 10:36 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 85175
Re: Friday Facts #219 - Cliffs
Bridges? Ramps? Tunnels? Leap of faith (and fall damage)? upd: New enemy type - spiders that can climb up walls and cliffs? Nest inside cliffs? Caves? omg i have too many ideas to ask Ssshhh! This is the type of comment that scares devs to death to add new features :D Really though, all those thing...
- Sat May 20, 2017 12:32 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 149875
Re: Friday Facts #191 - Gui improvements
I read through this friday facts very carefully, read some of the links, and I've played over 600 hours of this game and all I can say is: YES!! While reading through it all I was taking notes about things I wanted to make sure you thought about, and in the next sentence or paragraph, I had to delet...
- Fri Feb 03, 2017 6:48 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 47053
Re: Friday Facts #176 - Belts optimization for 0.15
whenever a belt compresses - it will stay that way forever. It means that once two items are stuck close together - away from inserters they will stay stuck close forever. This property allows us to cache the index of the last positive gap location, and update it on the fly because that index can n...
- Fri Sep 23, 2016 6:15 pm
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 41775
Re: Friday facts #157 - We are able to eat paper, but we don't do it
IMO aim for tops around 100 players optimization. That way 50 players (which I think is still a lot) should have an excellent experience.
Is more than 100 really a way people will play the game other than for a fun experiment?
Is more than 100 really a way people will play the game other than for a fun experiment?
- Thu Sep 22, 2016 5:59 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542244
Re: Let's see your clever builds
Destroyer Module factory. Input correct items on belts as shown in the image. Output is placed in a provider chest for instant access in logistic system. Use whatever modules you want in the beacons/plants. (Bonus: example of usage in a bus system - http://i.imgur.com/8zl0SQU.jpg) http://images.akam...
- Fri Jun 10, 2016 11:32 pm
- Forum: Mods
- Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
- Replies: 35
- Views: 26862
Re: [MOD 0.12.27] {SSU} ScreenShot Utility
This mod might be better than my impromptu screenshot command /c game.take_screenshot{zoom=1, resolution={3200, 2000}, path="Screenshot_" .. game.player.name .. "_" .. math.floor(game.tick/60/3600) .. "h" .. math.floor(game.tick/60/60%60) .. "m" .. math.floor(...
- Fri Jun 10, 2016 11:26 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Randomizing the ingredients and times for factories
- Replies: 17
- Views: 5209
Re: [IDEA] Randomizing the ingredients and times for factories
I thought of something similar like an hour ago actually. Funny you made a thread about it yesterday. I was thinking about "Roguelike Research". (Really just using roguelike as a synonym for random) At the start of each game, the recipe of science packs are randomized, and you won't know t...
- Fri Jun 10, 2016 11:09 pm
- Forum: Mods
- Topic: [MOD 0.12.29+] Clondike
- Replies: 8
- Views: 7389
Re: [MOD 0.12.29+] Clondike
I like the idea.
Made me think of some sort of "roguelike research" mod that would randomize each science pack recipe at the start of each game.
Made me think of some sort of "roguelike research" mod that would randomize each science pack recipe at the start of each game.
- Fri Jun 10, 2016 7:43 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 62025
Re: Friday Facts #142 - Playtesting
I'm slightly concerned that the circuit box on the lamp pops out a bit too much in color
- Fri Jun 03, 2016 6:54 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 79715
Re: Friday Facts #141 - Mod Portal
Looking forward to Friday the 0.13th
Sick locomotive btw. Separating the wheels and engine is a great idea!
Sick locomotive btw. Separating the wheels and engine is a great idea!
- Wed Apr 13, 2016 5:54 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 89423
- Fri Apr 01, 2016 4:13 pm
- Forum: News
- Topic: Friday Facts #132 - Side Project
- Replies: 118
- Views: 65419
Re: Friday Facts #132 - Side Project
Just gonna post this here:
http://www.rapidtables.com/convert/numb ... -ascii.htm
might come in handy
http://www.rapidtables.com/convert/numb ... -ascii.htm
might come in handy
- Mon Mar 14, 2016 12:26 am
- Forum: General discussion
- Topic: Greetings and first impressions.
- Replies: 1
- Views: 1283
Re: Greetings and first impressions.
There's a Game Guide available on the Factorio.com website: http://guide.factorio.com/
It addresses both oil/fluids and logistic system.
It addresses both oil/fluids and logistic system.