Search found 404 matches

by quinor
Mon May 28, 2018 10:08 pm
Forum: General discussion
Topic: factorio images request
Replies: 2
Views: 1549

Re: factorio images request

https://www.factorio.com/press-and-youtube

there is "official logo pack" with vector logo(s) inside. Take a peek and take it to your graphic designer :)
by quinor
Sun Mar 25, 2018 11:33 pm
Forum: General discussion
Topic: communicating with others in main screen (or multiplay menu)
Replies: 1
Views: 829

Re: communicating with others in main screen (or multiplay menu)

It's an interesting idea to integrate it into the game. For now Factorio has got irc channel - there is plenty of active people at all times :)

IRC info: viewtopic.php?f=5&t=7273
by quinor
Tue Mar 13, 2018 3:54 pm
Forum: General discussion
Topic: Let's Talk about the Bitters A.I
Replies: 5
Views: 3016

Re: Let's Talk about the Bitters A.I

That is a coincidence, their ai is quite basic :) Still, even basic behaviors may seem complex and be fun.
by quinor
Sat Feb 17, 2018 12:10 pm
Forum: General discussion
Topic: Why not Qt?
Replies: 5
Views: 3339

Re: Why not Qt?

I'd say that QT is super heavy and not really suited for games - more for applications. Factorio needs just something light to do inputs/windowing, not a big framework you'd have to rewrite half of the game to fit into.
by quinor
Fri Feb 02, 2018 1:25 pm
Forum: Gameplay Help
Topic: Help with current bottle neck, please!
Replies: 7
Views: 3352

Re: Help with current bottle neck, please!

Robots are still pretty overpowered ;) yeah, you have to plan for a crapton of roboports.
by quinor
Sun Jan 21, 2018 3:06 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 56166

Re: So... Let's talk about bots, and how to fix them properly...

What if there was an infinite research for max active robot count in one logistic area? It would allow small-scale fun while providing challenge when building big-scale installations (you'd have to split the factory into multiple smaller chunks if you wanna mass bots, not just throw enough bots into...
by quinor
Mon Jan 15, 2018 1:20 am
Forum: General discussion
Topic: Improving Logistic Bots - Cable Roads
Replies: 4
Views: 2203

Re: Improving Logistic Bots - Cable Roads

The part you're forgetting about is the player delivery. One of the main big features of bots is that they can resupply the player with whatever one needs quickly and on demand. As for the rest, it won't really nerf the bots - just build a dense net of those "poles" and it will be as it was.
by quinor
Wed Sep 13, 2017 6:12 am
Forum: General discussion
Topic: Best alternative to Allegro
Replies: 6
Views: 3079

Re: Best alternative to Allegro

I doubt, UE4 is 3d and factorio is 2d. Also, I'm worried about the performance.
by quinor
Tue Sep 12, 2017 4:30 am
Forum: General discussion
Topic: Best alternative to Allegro
Replies: 6
Views: 3079

Re: Best alternative to Allegro

Sfml or plain opengl, for a project of Factorio size rather opengl. For anything smaller, sfml.
by quinor
Mon Aug 28, 2017 4:06 pm
Forum: General discussion
Topic: Saying Hello and a feedback question
Replies: 11
Views: 3554

Re: Saying Hello and a feedback question

I in fact have suggested that for substations and it went into the game :) Substations now have 16 instead of 14 range and they span exactly one chunk now!
by quinor
Thu Aug 24, 2017 8:21 pm
Forum: General discussion
Topic: *Artificial Load* or something
Replies: 5
Views: 2189

Re: *Artificial Load* or something

Thanks, forgot about the link :)
by quinor
Thu Aug 24, 2017 7:59 pm
Forum: General discussion
Topic: *Artificial Load* or something
Replies: 5
Views: 2189

Re: *Artificial Load* or something

Creative Mode has got infinite power drain.
by quinor
Sun Aug 06, 2017 4:28 pm
Forum: Railway Setups
Topic: Force path recalculation
Replies: 3
Views: 5897

Re: Force path recalculation

To the top! I have struggled with that and gave up after not coming up with such simple idea. I see several places to apply that one, will be mandatory for my next base.
by quinor
Wed Jul 19, 2017 12:57 am
Forum: General discussion
Topic: [Poll] How should the enemies be called?
Replies: 75
Views: 27308

Re: So are we villain protagonists?

Come on! Factorio is perfect America simulator! Build walls and kill aliens to lay your hands on the oil. And of course pollute everything!
by quinor
Mon Jul 03, 2017 8:17 am
Forum: Show your Creations
Topic: Save Games
Replies: 5
Views: 4115

Re: Save Games

Mods are in the builtin mod portal (mods.factorio.com), but nothing for the savegames. You can look for in the forums though :)
by quinor
Thu Jun 29, 2017 7:33 am
Forum: General discussion
Topic: Construction network
Replies: 8
Views: 3606

Re: Construction network

For now, sadly nope.
by quinor
Wed Jun 28, 2017 2:24 pm
Forum: General discussion
Topic: Hello from a new player!
Replies: 7
Views: 2667

Re: Hello from a new player!

And one blue belt of iron/copper is not enough. 4 iron and 4 copper is barely.

BTW, check out the Factorio IRC! viewtopic.php?f=5&t=7273
by quinor
Tue Jun 27, 2017 8:10 am
Forum: General discussion
Topic: Smelters/Plastic need for full belt of blue circuits?
Replies: 9
Views: 5958

Re: Smelters/Plastic need for full belt of blue circuits?

you need roughly 3 belts of plastic and ~20 belts of both copper and iron for 1 full blue belt of processing units. Processing units are super expensive.
by quinor
Tue Jun 27, 2017 8:07 am
Forum: General discussion
Topic: Smelters/Plastic need for full belt of blue circuits?
Replies: 9
Views: 5958

Re: Smelters/Plastic need for full belt of blue circuits?

~24 blue lines of iron ore + ~15 blue lines of copper ore is 0.5 RPM factory if you use prod3 modules everywhere. I highly recommend using distributed train base on that scale :)

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