Search found 557 matches
- Sat Mar 23, 2013 10:50 am
- Forum: General discussion
- Topic: Opening the source?
- Replies: 36
- Views: 22482
Re: Opening the source?
On my opinion opensourcing the game right now from start would be bad idea. Why? As soon as you do this you can forget about earning much money with it. And since some members of development team quit their regular jobs to work on this game I hardly doubt they would be OK with this since it would me...
- Sun Mar 17, 2013 11:39 am
- Forum: General discussion
- Topic: [tip]Use the pipe as wall
- Replies: 15
- Views: 18112
Re: [tip]Use the pipe as wall
They will also hit pipes. But it all depends on your current position.ficolas wrote:Creepers can hit walls, but they wont hit pipes, so cheatah!
Don't belive me? Build large pipe and then stand somewhere near the pipes so crepers come from other side and you will see.
- Sun Mar 17, 2013 11:34 am
- Forum: General discussion
- Topic: [tip]Use the pipe as wall
- Replies: 15
- Views: 18112
Re: [tip]Use the pipe as wall
Creepers will break anything if they ases that going around would take to long. I even saw creaper making path through the forest (choping trees) just to get to me.
- Sat Mar 16, 2013 11:46 am
- Forum: Development Proposals
- Topic: Role playing direction
- Replies: 105
- Views: 97775
Re: Role playing direction
I myself see Factorio more as strategical game rather than some RPG game. But if developers do trhink that adding some RPG elements could make this game more interesting and maybe even atract some RPG lovers I would recomend next: Simply add some aditional stats to your character. Player should be a...
- Sat Mar 16, 2013 11:07 am
- Forum: Pending
- Topic: Crash with robotic arm
- Replies: 6
- Views: 5992
Re: Crash with robotic arm
That autotranslation was really funny. Which software produces such texts? Based on final sytax I would say the translation was done using Google translate. Google translate is quite bad when translating between lagunages whose native syntax difers a lot. That is why the final text seems so funny. ...
- Sat Mar 16, 2013 10:46 am
- Forum: Gameplay Help
- Topic: Editing recipes/result count
- Replies: 23
- Views: 21345
Re: Editing recipes/result count
When you are changing LUA files those changes usually don't require game restart but only reloading those scripts. But when you are doing changes to JSON files game restart or athleast reloading the level is required. This is becouse JSON files actually defines ingame classes. Class is actually mana...
- Fri Mar 15, 2013 6:01 pm
- Forum: Already exists
- Topic: Directions/ Orientations
- Replies: 2
- Views: 4243
Re: Directions/ Orientations
In short you would like to have building which spans thwough multiple map cels and have colision limited to only come map cels. I belive this could only be posible if the buidling is being treated by game as several seperate segments.
- Fri Mar 15, 2013 5:50 pm
- Forum: Energy Production
- Topic: The Machine (Steam Engine Layout)
- Replies: 9
- Views: 13432
Re: The Machine (Steam Engine Layout)
I usualy store coal in chest and then feed it to boilers so the layour is: Conveyer - Retriver - Chest - Retriver - Boiler While this approach uses more space and resources it helps maintaining supply of coal even if for some reason coal production goes down. And since each wodden chest can store 1K...
- Wed Mar 13, 2013 8:04 pm
- Forum: Implemented mod requests
- Topic: In progress for 0.3.0
- Replies: 7
- Views: 9021
Re: In progress for 0.3.0
What does that mean exactly? I think he is talking about special scripts which are used to alow you to load savegames and levels from previous versions of Factorio. Since we are talking about posibility for AI it would be also nice if you could join several entities together into a group so that th...
- Wed Mar 13, 2013 7:35 pm
- Forum: Implemented Suggestions
- Topic: Button to delete savegames
- Replies: 2
- Views: 4670
Re: Button to delete savegames
I agree with you
- Wed Mar 13, 2013 7:33 pm
- Forum: Ideas and Suggestions
- Topic: Production times dependent on power output
- Replies: 6
- Views: 10989
Re: Production times dependent on power output
I am not sure whether this principle applies outside of CPU scope, though. Yes it does. It aplies to every electric motor as it uses less energy when running at lower speed. Controlling speed of electric motor is usually done in one of the two wys: 1. You reduce the electruc current strenght by usi...
- Wed Mar 13, 2013 7:43 am
- Forum: Implemented mod requests
- Topic: In progress for 0.3.0
- Replies: 7
- Views: 9021
Re: In progress for 0.3.0
I think that exposing some low level entity functions like MoveTo, AttackTarget, etc. could come quite in handy as they would consequentially alow moders to actually go and develop AI for various entities. So you could have aliens patroling near their base and not just standing still. You could have...
- Wed Mar 13, 2013 6:53 am
- Forum: Not a bug
- Topic: [Not a bug] 0.2.10 Beta exponational raise of crepers
- Replies: 7
- Views: 6168
Re: 0.2.10 Beta mision exponational raise of crepers per att
OK so it is intended to be like this way. The reason why I first thought this to be a bug is the fact that this is the only mision that uses this aproach in calculating the enemy vave size. I gues I'll just restart the level and try again. But this time I'll try to start attacking the enemy sooner. ...
- Wed Mar 13, 2013 12:41 am
- Forum: Not a bug
- Topic: [Not a bug] 0.2.10 Beta exponational raise of crepers
- Replies: 7
- Views: 6168
[Not a bug] 0.2.10 Beta exponational raise of crepers
Hi guys! I'm not sure this is actually a bug or intended but when playing 2nd mision of Beta campaign the number of crepers that attack raises exponentially. I fugerd this out after game become practically imposible after about 1hour and 40 minutes of gameplay (been losing even upto 5 gun turets out...
- Sun Mar 10, 2013 9:21 pm
- Forum: Implemented Suggestions
- Topic: Display range for turrets
- Replies: 11
- Views: 6198
Re: Display range for turrets
I agree. Having ability to see the range of your turets would be quite usefull for planning your defences especially since different turets have different range. Also I think this information could be simply binded to extended information that you get by pressing ALT key by default meaning you won't...
- Sun Mar 10, 2013 8:56 pm
- Forum: Not a bug
- Topic: Conveyor Belts eat items
- Replies: 10
- Views: 12770
Re: Conveyor Belts eat items
You are not the only one. I was just planning to report this as a bug the same as you when I found this thread.Pinkishu wrote:Yeah thats a nice feature Just didn't notice they go to my inv so i thought they just disappeared
- Tue Mar 05, 2013 4:58 am
- Forum: Releases
- Topic: Version 0.2.10
- Replies: 20
- Views: 27425
Re: Version 0.2.10
Instaler checks your computer local settings to see which language you use for Windows. And if the game is translated to that language it automaticly othervise it selects default language which seems to be Czech.