Search found 168 matches
Bitcoin
I think it's absolutely cool that this amazing game can be paid for using Bitcoin. How involved are the developers in the Bitcoin community? Were they in the Prague conference in November 2011? FWIW, I heard about Factorio through a post on bitcointalk. Not sure how I'd have heard about it otherwise.
- Mon Apr 29, 2013 2:42 pm
- Forum: Balancing
- Topic: Laser turrets allways cause blackouts.
- Replies: 31
- Views: 22832
Re: Laser turrets allways cause blackouts.
22 engines isn't a lot... How many turrets are simultaneously firing?
AFAIK performance should be distributed equally between the engines, what do you mean by only 5 engines using performance? Do these 5 use 1 square and the others 0? Or maybe the other engines aren't connected to the power grid?
AFAIK performance should be distributed equally between the engines, what do you mean by only 5 engines using performance? Do these 5 use 1 square and the others 0? Or maybe the other engines aren't connected to the power grid?
- Fri Apr 26, 2013 8:08 am
- Forum: Not a bug
- Topic: Lamp has symble needing energy but is still working?
- Replies: 7
- Views: 6188
Re: Lamp has symble needing energy but is still working?
My guess is that a boiler was recently removed while there was still hot water in the steam engine. You can even see the steam. The radar drains most of the remaining energy output. I'm not sure how lamps are supposed to behave in low-power conditions. I tried to replicate but I don't have any saveg...
- Tue Apr 23, 2013 10:07 pm
- Forum: Gameplay Help
- Topic: Day/night cycle time and transport belt speed
- Replies: 2
- Views: 7422
Re: Day/night cycle time and transport belt speed
According to my measurements, movement on a straight normal transport belt is 32 ticks / tile (0.533 seconds), and on a curved part 18 ticks / tile (0.3 seconds). Also, a fully dense straight normal belt can carry 12 items per second. (Irrelevant to what you asked, but still interesting). By the way...
- Sun Apr 21, 2013 10:33 am
- Forum: General discussion
- Topic: Transport belt flow
- Replies: 3
- Views: 6536
Re: Transport belt flow
These limitations seem natural to the belt properties and I learned to live with them. @high-speed bends - if we get a faster versions of the splitter, you would be able to split the belt before the turn into two and merge it back after it. If you already have the superfast express belts on the lin...
- Sat Apr 20, 2013 7:04 pm
- Forum: General discussion
- Topic: Transport belt flow
- Replies: 3
- Views: 6536
Transport belt flow
There are a few things about the way items are carried by transport belts that bother me. 1. Whenever there's a turn, the inside lane can't proceed in full density. You get only a half-dense lane after the turn. If this is a standard belt you can fix this by placing a fast belt in the corner, but th...
- Sun Apr 14, 2013 10:05 am
- Forum: Balancing
- Topic: Pause game when recipe screen is up
- Replies: 11
- Views: 16335
Re: Pause game when recipe screen is up
I'm surprised that so many commenters don't see the reasoning for the OP's request. This is not at all about vulnerability to attacks. This is a fast-paced game and with your machines generating items at a rapid pace, player time is by far the most precious resource. Depending on the mission you hav...
- Sun Apr 14, 2013 9:26 am
- Forum: Balancing
- Topic: too much iron for express belts
- Replies: 11
- Views: 19157
Re: too much iron for express belts
Your numbers are way off. According to my measurements a furnace generates 0.3 ib/s, a mine generates 0.47 io/s. So for 4.94 ib/s, you'll need 17 furnaces and 11 mines. But 4.94 ib/s isn't right either. The figures of 41.5 ib and 23 s include the time and resources required to build all the intermed...