Search found 12797 matches
- Fri Dec 27, 2013 11:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [minor] Wires don't go to hotbar
- Replies: 5
- Views: 1409
Re: [minor] Wires don't go to hotbar
You can middle click into the hot bar, then you can choose, which item is put into this stack. A little bit complicated in use, but usable.
- Fri Dec 27, 2013 11:32 pm
- Forum: Balancing
- Topic: The way spawners work [0.7.4]
- Replies: 10
- Views: 12495
Re: The way spawners work [0.7.4]
Note: Since v0.7 creepers are gone. They're always thought as replacement. They where replaced by biters.
To the rest: nice ideas. I like the idea of coupling temperature to smartness etc. it's a good point.
To the rest: nice ideas. I like the idea of coupling temperature to smartness etc. it's a good point.
- Fri Dec 27, 2013 10:42 pm
- Forum: Outdated/Not implemented
- Topic: Add statistics
- Replies: 4
- Views: 2806
Re: Add statistics
Hm. You can make a deep look into the keyboard options to find more such things. Also a good tip is to dive into the news board and read all the changes.
https://forums.factorio.com/forum/viewforum.php?f=3
Sorry, but there is currently no other way around learning it like this.
https://forums.factorio.com/forum/viewforum.php?f=3
Sorry, but there is currently no other way around learning it like this.
- Fri Dec 27, 2013 10:35 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 210908
Re: Electric energy
... more like a spiral...
- Fri Dec 27, 2013 10:32 pm
- Forum: Ideas and Suggestions
- Topic: Liquid transport and logistics
- Replies: 12
- Views: 6447
Re: Liquid transport and logistics
Cool. That explains my different results, when setting up a power plant.
- Fri Dec 27, 2013 10:11 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 98865
Re: Fight
Right now I see the game as production chains setup. That is what I like in it. Why not keep up with that? Why add fight or politics. Well, to have a reason to produce other items. More items. Every war will end at some time, but isn't consumption not a much bigger war? What is easier? Kill some wo...
- Fri Dec 27, 2013 9:23 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 210908
Re: Electric energy
Besides, that it is a bit off topic, last post was from July: They plan to put blueprints into the game. Maybe next version. This would make building lots of stuff very easy. Energy based weapons: dunno exactly what you mean. The laser turrets are currently in discussion, because thought as defense ...
- Fri Dec 27, 2013 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Liquid transport and logistics
- Replies: 12
- Views: 6447
Re: Liquid transport and logistics
You missed my main point stated in the OP. Flow through of units is not equal in pipes of different lengths ? Evey pipe is equal length (1 tile). while with belts it is equal and the main capacity difference lies in belt speed. Some way to spot, identify and correct the resulting supply issues that...
- Fri Dec 27, 2013 1:30 pm
- Forum: Ideas and Suggestions
- Topic: Liquid transport and logistics
- Replies: 12
- Views: 6447
Re: Liquid transport and logistics
Ok, thats a reason, but would that work for every case? Think of a pipe network over an area of 200x200 tiles. Many pumps, which input something, many storages, heaters, coolers... and so on. Hundreds of elements, different materials etc. Different networks pulled together, e.g. the heat of one proc...
- Fri Dec 27, 2013 10:14 am
- Forum: Ideas and Suggestions
- Topic: Liquid transport and logistics
- Replies: 12
- Views: 6447
Re: Liquid transport and logistics
Pretty much the most important thing for Factorio would be ways to determine the amount of material flowing through the pipe system at any one time. Pressure and temperature can generally be either discarded or abstracted away. That's really my major issue with the current system really, there is n...
- Thu Dec 26, 2013 11:25 pm
- Forum: Not a bug
- Topic: [0.8.3 Campgain] Resources and stuff objective not tracking
- Replies: 5
- Views: 4629
Re: [0.8.3 Campgain] Resources and stuff objective not track
I thought also first : wtf, but then I thought of course, I need to drive it, it makes no sense to stand besides.
It's a small riddle and I think it's ok to keep it like so. Or add a zone, where the player must drive, after he had filled it up, which is a bit away from its base.
It's a small riddle and I think it's ok to keep it like so. Or add a zone, where the player must drive, after he had filled it up, which is a bit away from its base.
- Thu Dec 26, 2013 11:15 pm
- Forum: General discussion
- Topic: Is there a way to see accumulator capacity graph
- Replies: 12
- Views: 4861
Re: Is there a way to see accumulator capacity graph
Perhaps it's needed to try it out, which is needed.
- Thu Dec 26, 2013 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Liquid transport and logistics
- Replies: 12
- Views: 6447
Re: Liquid transport and logistic
Model without pressure: the problem is, that the three components temperature, volume and pressure are coupled. If you increase the temperature of a liquid, the volume and pressure increases too (not really true, but I won't explain it in detail now). Possible Solution: Make the physics easier! What...
- Thu Dec 26, 2013 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.3] game crashes
- Replies: 12
- Views: 2683
Re: [0.8.3] game crashes
Yes, integration is really the problem. We were thinking about this couple of times. The maps would have to be generated from Lua because now and then we do agressive migrations that would require rebuilding the test maps. Well, don't automate everything. That was the point with the blueprints: a s...
- Thu Dec 26, 2013 2:44 pm
- Forum: Off topic
- Topic: User icons
- Replies: 7
- Views: 7278
Re: User icons
Anyone else notice that we still have filter inserter icons when they've been removed from the game? Hm. I think It's not that easy to change that. I think, you need to go into database and change stuff by hand. But, well, the excuse, which really counts is: if it would be my forum, then I would ch...
- Thu Dec 26, 2013 2:28 pm
- Forum: Gameplay Help
- Topic: Turrets not shooting
- Replies: 5
- Views: 7542
Re: Turrets not shooting
We make suggestions, what they could do, if they are a bit bored.FreeER wrote:The other part is to make, um, influence the devs to do what we want
- Thu Dec 26, 2013 2:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.3] game crashes
- Replies: 12
- Views: 2683
Automated integration testing
From the players side it must be said, that you managed always to bring out a more or less stable version, which is playable, even with bugs. 0.8 is a small exception in this line, but there where always ways to go around the bugs. :) And the problem is really the time needed to test some stuff. Wel...
- Thu Dec 26, 2013 1:31 pm
- Forum: Modding discussion
- Topic: Breathes Air and Not Repairable flags
- Replies: 9
- Views: 10214
Re: Breathes Air and Not Repairable flags
If something breathes, it doesn't mean it lives and vice versa. - if I wear a gas-mask: Which object breathes? Me or the gas mask? - a motor breathes much more air and it's no question, that it will break down, if it breath aerosol acid. (Hm, what is the right forms of breath? I breath, you breath.....
- Thu Dec 26, 2013 1:14 pm
- Forum: General discussion
- Topic: Is there a way to see accumulator capacity graph
- Replies: 12
- Views: 4861
Re: Is there a way to see accumulator capacity graph
Same opinion. Currently we have all, what's needed, but in future we have eventually other accus, or we have a water-pump-storage(?) or any other kind of energy device (wind) and then the view into the total state of my accus is no luxury, it's really needed. And so I want to keep it: currently, the...
- Thu Dec 26, 2013 1:01 pm
- Forum: News
- Topic: Merry Christmas
- Replies: 4
- Views: 11932
Re: Merry Christmas
I like that idea...luckcolors wrote: i think you could make an time capsule page where we can download and try older versions