It would be helpful if we could set preferred hosts (so when I desynch momentarily, it doesn't start hosting the game across the world from everyone else). A writeup about how all the multiplayer systems work would be really interesting!
The game runs symmetrically on all computers; none of them ...
Search found 303 matches
- Thu Jan 08, 2015 6:18 am
- Forum: General discussion
- Topic: Reducing savegame size/disabling replays
- Replies: 17
- Views: 22219
- Wed Jan 07, 2015 9:07 pm
- Forum: General discussion
- Topic: Reducing savegame size/disabling replays
- Replies: 17
- Views: 22219
Re: Reducing savegame size/disabling replays
A replay for Multiplayer is quite useful!
Why?
Timestamp 1: player 3 connects to a game with two other players. The game-state is copied in the background. The game is sved. None of the two players sees any glitch. The game runs smooth. Player 3 begins to download the saved game.
Timestamp 2 ...
Why?
Timestamp 1: player 3 connects to a game with two other players. The game-state is copied in the background. The game is sved. None of the two players sees any glitch. The game runs smooth. Player 3 begins to download the saved game.
Timestamp 2 ...
- Wed Jan 07, 2015 9:02 pm
- Forum: Show your Creations
- Topic: Hi, and welcome to belt hell
- Replies: 38
- Views: 38038
Re: Hi, and welcome to belt hell
The reason is "so you don't waste assemblers".iklarazu wrote: Always true. Genuinely no reason cables should be on the belt.
One copper cable assembler with speed modules can feed something like 12 advanced circuit assemblers with productivity modules.
- Wed Jan 07, 2015 8:55 pm
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 7121
- Wed Jan 07, 2015 8:53 pm
- Forum: Ideas and Suggestions
- Topic: Robots should check whether they have sufficient energy.
- Replies: 16
- Views: 6617
Re: Robots should check whether they have sufficient energy.
That's why they changed it so robots will just move slower, instead of exploding.fregate84 wrote:+1
On big map, robot lost many time to find a robotport when they are empty of energie.
- Mon Jan 05, 2015 10:45 pm
- Forum: Implemented Suggestions
- Topic: oil suggestions
- Replies: 13
- Views: 5728
Re: oil suggestions
I didn't say your gas tank, I said your assembler. If your gas tank has lots of gas and your assembler doesn't, then you probably disconnected your pipe accidentally.kim wrote:my gas tank have enough gas.
and my factory have enough coal.
but pipe don't have gas. so i thank "gas is insufficiency".
- Mon Jan 05, 2015 4:37 am
- Forum: Mods
- Topic: [MOD 0.11.8] Infinite Research
- Replies: 25
- Views: 35726
Re: [MOD 0.11.8] Infinite Research
You could add infinite levels to some of the upgrade researches.
- Mon Jan 05, 2015 3:30 am
- Forum: Implemented Suggestions
- Topic: oil suggestions
- Replies: 13
- Views: 5728
Re: oil suggestions
i have two reasons
first, i want just watch it
second, my gas tank level rise up but, my plastic factoy don't make plastic bar
If your plastic factory isn't making plastic then at least one of these is true:
It doesn't have coal.
It doesn't have petroleum gas.
It is waiting for something to ...
first, i want just watch it
second, my gas tank level rise up but, my plastic factoy don't make plastic bar
If your plastic factory isn't making plastic then at least one of these is true:
It doesn't have coal.
It doesn't have petroleum gas.
It is waiting for something to ...
- Sun Jan 04, 2015 10:34 pm
- Forum: Ideas and Suggestions
- Topic: Buttons by the logisric,adjust slider
- Replies: 5
- Views: 1906
Re: Buttons by the logisric,adjust slider
The slider *is* a series of small buttons, compacted into that space.Schlubberwuz wrote:sure its not a big new futureits only comfort and the 100 is a example, there should more buttons (10, 25,50,100,200,500,1k i.e.)
- Sun Jan 04, 2015 3:01 am
- Forum: Implemented Suggestions
- Topic: More levels of robot speed research
- Replies: 17
- Views: 8058
Re: More levels of robot speed research
Character Logistics Slots is another research that could have more levels for the end-game.
- Sat Jan 03, 2015 10:51 pm
- Forum: Modding interface requests
- Topic: "solar" energy_source for modding
- Replies: 0
- Views: 1253
"solar" energy_source for modding
Branching off from solar boilers , custom prototypes should be able to use something like this:
energy_source = {
type = "solar",
emissions = 0,
max_power = "60kW", -- Power usable at maximum sunlight; follows the same time-of-day scaling as a solar panel
}
The wiki says that resting ...
energy_source = {
type = "solar",
emissions = 0,
max_power = "60kW", -- Power usable at maximum sunlight; follows the same time-of-day scaling as a solar panel
}
The wiki says that resting ...
- Sat Jan 03, 2015 10:18 pm
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 31663
Re: Friday Facts #67 - Happy new year
...
BEWARE. His proposal got silently accepted without much of a discusstion
https://forums.factorio.com/forum/viewtopic.php?f=30&t=7632
My opinion: I could live with it. It avoids temporary power outages while reworking power network.
I guess that you'd need to drop all pole wires before ...
BEWARE. His proposal got silently accepted without much of a discusstion
https://forums.factorio.com/forum/viewtopic.php?f=30&t=7632
My opinion: I could live with it. It avoids temporary power outages while reworking power network.
I guess that you'd need to drop all pole wires before ...
- Sat Jan 03, 2015 9:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Blueprinted smart inserter won't start until poked
- Replies: 1
- Views: 905
[0.10.12] Blueprinted smart inserter won't start until poked
A smart inserter which has its condition set, then is rebuilt from a blueprint without keeping its wire connections, will not wake up when the wire is reconnected.
Steps to reproduce:
Build a test setup, where a smart inserter is wired to something and activated. The exact condition doesn't ...
Steps to reproduce:
Build a test setup, where a smart inserter is wired to something and activated. The exact condition doesn't ...
- Sat Jan 03, 2015 2:09 am
- Forum: General discussion
- Topic: Do you sometimes get annoyed at train stop names?
- Replies: 11
- Views: 5791
Re: Do you sometimes get annoyed at train stop names?
Good question, and I have no idea. Depends on how the game stores and exchanges station information internally? If the clients just send inputs to each other, the naming should be purely decorative.
Player 1 creates a station. The default name is "Backer1". Player 2 sees it as "Town1".
Player ...
Player 1 creates a station. The default name is "Backer1". Player 2 sees it as "Town1".
Player ...
- Sat Jan 03, 2015 2:07 am
- Forum: Implemented Suggestions
- Topic: Collector Capsules/Robots: pick up objects on the ground.
- Replies: 5
- Views: 3055
Re: Collector Capsules/Robots: pick up objects on the ground
How about a modular armour component that increases your pickup range?
- Sat Jan 03, 2015 2:03 am
- Forum: Implemented Suggestions
- Topic: Multiple occurrences in requester chests
- Replies: 19
- Views: 8584
Re: Multiple occurrences in requester chests
Click in the box and type 150.Night_Ange1 wrote:When I move the slide it moves up by 100 after the first 100 and processor units... maybe I'm mistaken on this but I do remember ordering a set of 100 and a set of 50
- Sat Jan 03, 2015 2:02 am
- Forum: Ideas and Suggestions
- Topic: Stop / sleep button for assemblers / etc
- Replies: 18
- Views: 7890
Re: Stop / sleep button for assemblers / etc
This is a good idea, although I think its usefulness is limited. Either way, I'd like to see it implemented.
+1
Would you like to guess which ones of 50 assemblers on the screen are not working because they don't have enough materials, and which ones are turned off?
Because there is no way to ...
+1
Would you like to guess which ones of 50 assemblers on the screen are not working because they don't have enough materials, and which ones are turned off?
Because there is no way to ...
- Sat Jan 03, 2015 1:56 am
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 31663
Re: Friday Facts #67 - Happy new year
I hope you haven't forgotten about the power lines which are not connecting properly when you delete one in between of two others which normally should connect but don't do.
That's not even a bug... the only time power lines connect automatically is when you place them.
It's definitely not ...
That's not even a bug... the only time power lines connect automatically is when you place them.
It's definitely not ...
- Thu Jan 01, 2015 8:24 am
- Forum: Ideas and Suggestions
- Topic: Better Command of the Robots
- Replies: 5
- Views: 2588
Re: Better Command of the Robots
I think you are mistaken for the first thing i mean items not placed but laying there so like if you destroy a bunch of converyers some items will be laying on the ground and instead of running around holding F get robots to do it
They do that in the experimental version of the game (which will ...
They do that in the experimental version of the game (which will ...
- Wed Dec 31, 2014 11:49 am
- Forum: Show your Creations
- Topic: So much wood...
- Replies: 8
- Views: 8415
Re: So much wood...
Probably because of the logistic network overlay.Nova wrote:Why does the picture look so... I don't know, the colors are all off. Error or intended?