Search found 303 matches
- Fri Mar 07, 2014 11:47 pm
- Forum: Implemented mod requests
- Topic: Discussion: multiple fluid tanks
- Replies: 0
- Views: 3057
Discussion: multiple fluid tanks
Since 0.9, entities can have multiple fluid tanks (internally called fluid boxes). For example: steam engines have one tank that has two connection points, amd chemical plants have up to four tanks and four connection points (the exact configuration depends on the recipe). The current Lua getliquid(...
- Fri Mar 07, 2014 11:21 pm
- Forum: General discussion
- Topic: Rail junction examples?
- Replies: 5
- Views: 3221
Re: Rail junction examples?
As someone new to rails, it's very odd to me that the curved tracks seem to require one tile of straight track for diagonal connections but not for orthogonal connections, and that the result is more of a rounded square than a circle. If that's accurate, some examples would be helpful. If it's not,...
- Fri Mar 07, 2014 11:20 pm
- Forum: Not a bug
- Topic: [0.9.0] Not sure if it is a bug (Control.lua, getliquid())
- Replies: 5
- Views: 4211
Re: [0.9.0] Not sure if it is a bug (Control.lua, getliquid(
Ok sorry for tanking so long answering this. Is not a bug, it only happens when the storage of the tank is empty, that confused me a bit. Okay, that makes sense. When the tank is empty, there's no liquid in it. getliquid() returns nil to mean "no liquid" - otherwise it would have to speci...
- Fri Mar 07, 2014 1:35 am
- Forum: Modding help
- Topic: Items not showing
- Replies: 5
- Views: 3093
Re: Items not showing
Alternatively, put your data:extend calls directly in data.lua. Nothing actually forces you to have separate files.
- Fri Mar 07, 2014 1:34 am
- Forum: General discussion
- Topic: Deconstruction Planner and storage chests
- Replies: 26
- Views: 14115
Re: Deconstruction Planner and storage chests
This has been brought up multiple times already (https://forums.factorio.com/forum/viewtopic.php?f=6&t=2680 https://forums.factorio.com/forum/viewtopic.php?f=6&t=2433 https://forums.factorio.com/forum/viewtopic.php?f=6&t=2549 and maybe more). We talked about this and so far we like the ...
- Thu Mar 06, 2014 8:08 am
- Forum: Ideas and Suggestions
- Topic: Long pipes
- Replies: 10
- Views: 3990
Re: Long pipes
There is a relevant change in 0.9.2. I don't know if I'm allowed to tell anyone what it is.
- Thu Mar 06, 2014 6:28 am
- Forum: Implemented Suggestions
- Topic: Assember Machine 3
- Replies: 13
- Views: 4710
Re: Assember Machine 3
But don't rocket defenses require level 3 modules, which require alien artifacts?kengonakajima wrote:
I used map editor and put nearly infinite copper and iron and oil , and no enemies,
- Thu Mar 06, 2014 5:24 am
- Forum: General discussion
- Topic: multiplayer
- Replies: 9
- Views: 6638
Re: multiplayer
0.9+ could mean 0.9, or it could mean 0.10, or it could mean 0.15, or 8.2.
- Thu Mar 06, 2014 5:23 am
- Forum: Balancing
- Topic: Engine unit
- Replies: 26
- Views: 20215
Re: Engine unit
They'd be okay if you scatter some substations around the outside of your base.Zourin wrote: Electric cars may not be so viable, given that there's a tendancy to leave them parked wherever, and not necessarily someplace where they'd be recieving electric charge.
- Wed Mar 05, 2014 11:04 pm
- Forum: Ideas and Suggestions
- Topic: Interpolated pollution display on map
- Replies: 1
- Views: 1153
Interpolated pollution display on map
Right now the map's pollution display is noticeably blocky, as pollution is tracked per map chunk. I suggest it should be interpolated, so that the pollution strength of a chunk is shown at the centre of the chunk, and in between chunk centres is a gradient.
- Wed Mar 05, 2014 11:03 pm
- Forum: Implemented Suggestions
- Topic: Assember Machine 3
- Replies: 13
- Views: 4710
Re: Assember Machine 3
How many biter bases can be destroyed per hour keeping 60fps?kengonakajima wrote:My current end-game objective is also "how many rocket defence could be made per hour keeping 60fps?" .
I think overproducing/maxproducing is a very good self-made objectives in this game.
- Wed Mar 05, 2014 10:32 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 121082
Re: Railroad
Kovarex & LoSboccacc: Yes, the direction is right. The details are the problem. For example: I built a train station about 2000 tiles away, to see, which problems occur. I need over 250 green wires to connect that. Big electric poles have a wire reach of 30 tiles. You need about 70 wires to cov...
- Wed Mar 05, 2014 11:18 am
- Forum: Not a bug
- Topic: pipe-to-ground with no collision box gives connection error
- Replies: 3
- Views: 3409
Re: pipe-to-ground with no collision box gives connection er
It looks like the offset has to be on the north, south, east or west of the bounding box. With a zero size bounding box, there are no valid offsets. It does this to calculate the direction the pipe is facing. Maybe in the future there'll be a way to specify the direction instead of making Factorio c...
- Wed Mar 05, 2014 11:13 am
- Forum: General discussion
- Topic: multiplayer
- Replies: 9
- Views: 6638
Re: multiplayer
At this point it looks like the answer is:
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Never. Now that I have your attention: it doesn't seem to be planned, except as a possible idea in the distant future. It might happen in the distant future, but don't expect it or wait for it.
- Tue Mar 04, 2014 10:45 am
- Forum: General discussion
- Topic: Multiplayer
- Replies: 22
- Views: 9053
Re: Multiplayer
Also don't forget all the features you can't have if you have multiplayer. There's nothing currently in Factorio where it'd be a problem, but you might think of something in the future and think "Darn, this would be an awesome feature, but it won't work with multiplayer!". Maybe an entity...
- Mon Mar 03, 2014 12:26 am
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 21003
Re: Intermediate fluids as items
Alternatively, let assembling machines connect to pipes. That is the plan for new assembling machine 2 and 3. Not sure when it is coming, but it is. This would be used for recipes like: barrel loading / unloading, electric engine units, etc. And then what will the difference be between chemplant an...
- Sun Mar 02, 2014 7:58 pm
- Forum: General discussion
- Topic: Need help with Train stop!!
- Replies: 5
- Views: 4098
Re: Need help with Train stop!!
You can't. All you can do with the box is give two stations the same name.Hogweed wrote:Ahh, thank you. It was a simple thing to just change the areas I needed to straight. Works great now!!\
Just one thing, how do I change the station's names? The box comes up, but I do see anyway to make the change.
Thanks!
- Sun Mar 02, 2014 6:46 am
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 21003
Re: Intermediate fluids as items
Alternatively, let assembling machines connect to pipes. That is the plan for new assembling machine 2 and 3. Not sure when it is coming, but it is. This would be used for recipes like: barrel loading / unloading, electric engine units, etc. I hope that it won't make the game too difficult by doing...
- Sat Mar 01, 2014 8:19 pm
- Forum: Implemented Suggestions
- Topic: New logistic chest Type / Filtered logistic storage chests ☸
- Replies: 15
- Views: 25128
Re: New logistic chest Type
Or you could just create a massive field of storage chests and hope for the best :). No seriously storage chests are just to dump random things in another chest is needed. All i want is a robot charger, the amount of robots that die waiting to be charged is annoying. This chest is for when you don'...
- Sat Mar 01, 2014 8:16 pm
- Forum: News
- Topic: Friday Facts #23 - Year after
- Replies: 45
- Views: 31661
Re: Friday Facts #23 - Year after
There will be new content even after 0.9 :) But the thing is that we need to fix some graphical problems from the past first - that means re-skinning assembling machines (now done), inserters, transport belts. Is there anything wrong with those icons, except that they don't match the new style? At ...