What about GOG players?FactorioBot wrote: βTue Mar 05, 2019 5:17 pmWe're having problems with our automatic updater at the moment, so please use Steam, or download the full installation at http://www.factorio.com/download/experimental.
Search found 103 matches
- Wed Mar 06, 2019 6:56 pm
- Forum: Releases
- Topic: Version 0.17.6
- Replies: 29
- Views: 21218
Re: Version 0.17.6
- Thu Feb 28, 2019 3:27 pm
- Forum: Outdated/Not implemented
- Topic: Inserter Limit?
- Replies: 11
- Views: 18801
Re: Inserter Limit?
I also ran in to this issue; as others have said it's there for a good reason, but having to run around and collect all my science packs manually every 2 minutes is really annoying. Thinking about it, I'm not sure there's a great solution - even if we had a setting on each arm that told it to keep ...
- Thu Feb 28, 2019 3:21 pm
- Forum: Outdated/Not implemented
- Topic: Reorder crafting
- Replies: 8
- Views: 4106
Re: Reorder crafting
Sometimes you are crafting at item that takes a long time to craft (like a module or a robot frame) and then you run out of something. You have to cancel the module to craft the other items; losing all progress on the module. What I propose is for the player to be able to hold down LMB on currently...
- Thu Feb 28, 2019 2:30 pm
- Forum: Outdated/Not implemented
- Topic: Change landfilled area texture to something more gravel-like
- Replies: 5
- Views: 2073
- Wed Feb 27, 2019 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 39045
Re: Swap input on chemical factory βΈ
Does anyone knows a mod that does this? Allow refineries to take any required fluid from any input slot
- Wed Feb 27, 2019 5:40 pm
- Forum: Implemented Suggestions
- Topic: Walking on Belts (New Power Armor module)
- Replies: 20
- Views: 11262
Re: Walking on Belts (New Power Armor module)
Ha! look the suggestion I found lying arround in the forum, implemented!
- Wed Feb 27, 2019 2:43 pm
- Forum: Outdated/Not implemented
- Topic: Change landfilled area texture to something more gravel-like
- Replies: 5
- Views: 2073
Change landfilled area texture to something more gravel-like
Haging super green patch of land that was just filled with stone seems a little off. Why don't you change it to something that resembles a stony material, like gravel or some sterile dirt, IDK, but not super green grass!
- Wed Jan 30, 2019 2:36 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209353
Re: Friday Facts #266 - Cleanup of mechanics
Sorry for raising this old thread, but I've just read this FFF and got some ideas. 1) Hardness, Mining power. Production already has "time XXs" and "speed XX" parameters. Why miners will have "speed XX/s" and "time XX%" instead of the same format? 2) It's vee...
- Fri Jan 18, 2019 9:13 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65597
Re: Friday Facts #278 - The new quickbar
While some initial playtesting shows that most things are stable, we have yet to have our typical office-wide week/fortnight of playtesting and tweaking. Inevitably things that we need to solve will come up during this playtesting, so it would be unwise to release before it is complete. Hey, here's...
- Fri Jan 18, 2019 6:54 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65597
Re: Friday Facts #278 - The new quickbar
Sounds nice. Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking? keys 1 to 0 will pick the item in the slots of the top selected page. Shift + 1 to Shift + 0 will change the the top selected page. Many of us are not going to be happy with that change. I will stick to...
- Thu Jan 17, 2019 8:34 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209353
Re: Friday Facts #266 - Cleanup of mechanics
Possible fix would be a "Garbage Requester Chest", which you could place on railroad tracks... I was thinking on something separate from the logistic system, and bindable with a hotkey and the like. At the begining, the pistol, old chests, burner machines and so on are discarded with frec...
- Wed Jan 16, 2019 1:14 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209353
Re: Friday Facts #266 - Cleanup of mechanics
Another item that really needs to go is the iron chest. The wood chest can be produced in surpluss because you can use the excedent as fuel when you can build steel chests, and steel chests are not only last tier, they are aslo used in logistic chests as part of the recipe. SO I avoidn iron chests ...
- Tue Jan 15, 2019 7:57 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209353
Re: Friday Facts #266 - Cleanup of mechanics
Another item that really needs to go is the iron chest. The wood chest can be produced in surpluss because you can use the excedent as fuel when you can build steel chests, and steel chests are not only last tier, they are aslo used in logistic chests as part of the recipe. SO I avoidn iron chests e...
- Tue Mar 06, 2018 12:33 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 89365
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Hello, any chance to review the pump recipes? in 0.16 an engine unit is needed for vanilla pump. Can you adjust your pumps to mach that dificulty/tier/level/whatever ?
You can make them require a vanilla pump, or just the engine unit
You can make them require a vanilla pump, or just the engine unit
- Thu Feb 15, 2018 12:00 am
- Forum: General discussion
- Topic: Flamethrower ammo for turrets
- Replies: 15
- Views: 8127
Re: Flamethrower ammo for turrets
That what I said in the OPZavian wrote:If you want to supply them with oil in barrels it is trivial to setup an a nearby assembler as an unbarreler.
- Wed Feb 14, 2018 5:01 pm
- Forum: General discussion
- Topic: Flamethrower ammo for turrets
- Replies: 15
- Views: 8127
Flamethrower ammo for turrets
I don't now if this discussion existed and was put down already or not, the search didn't bring anything. Why were the flame turrets created with only direct feed of oill-products by pipes in mind? What about using flamethrower ammo that exists already or even just filled barrels of such oil-product...
- Tue Jul 11, 2017 5:38 pm
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 9258
Re: [MOD 0.14_0.15] Subterrain
Awesome! I'll test it later and send feedback if I find somethingKroshkaRoo wrote:I killed some time for this. But!
This is it. What I would like to see in the game. Subterrain_modified_0.1.1 for Factorio 0.15: https://yadi.sk/d/kk2kspIW3KxP3t
Works perfect for my game.
All credits to namek and Gangsir
Thanks!
- Fri May 19, 2017 5:32 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 149424
Re: Friday Facts #191 - Gui improvements
By all means, please introduce all those UI and UX changes! They are REALLY needed, but dont forget about combat robot info in the character UI!
- Thu May 18, 2017 11:15 pm
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 9258
Re: [MOD 0.14] Subterrain
How come this feature is not in vanilla? Fixed cost underground belt and pipes makes no sense!!!
- Sat May 06, 2017 2:44 pm
- Forum: Not a bug
- Topic: [0.15.7] Map generated with no oil near spawn
- Replies: 2
- Views: 1110
Re: [0.15.7] Map generated with no oil near spawn
I thought is was guaranteed like the other resources. But now that you mention it, I like that challenge!Loewchen wrote:It is likely, but nothing guarantees you to have oil in the spawn area. You can see instantly if there is some when starting the map, so just restart it if you find it to be not to your liking.