Search found 12797 matches
- Sun Dec 08, 2013 9:20 pm
- Forum: Releases
- Topic: Version 0.8.0
- Replies: 36
- Views: 31621
Re: Version 0.8.0
After picking up 2 or 3 damaged walls while re-designing defenses also discovered they don't stack and that you can't repair them in your inventory. The latter was more annoying to me. Maybe damaged walls could stack with other damaged walls and their health can be equalized? So 2 walls with 50 and...
- Sun Dec 08, 2013 12:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8][graphical] Inserter train unload glitch
- Replies: 8
- Views: 2469
Re: [0.8][graphical] Inserter train unload glitch
I can confirm this, but also can say, this is very random and doesn't happen, when there is "nothing to do". I mean it happens only, if the inserters are very busy and only for inserters on trains, putting items out.
- Sat Dec 07, 2013 11:01 am
- Forum: Wiki Talk
- Topic: Should wiki contain detailed info about mods?
- Replies: 37
- Views: 23292
Re: Should wiki contain detailed info about mods?
Today I should have time to do some things there (besides playing the new version, thanks to the devs :) ). But I'm still unsure what the best way is. At beginning I thought its clear, but now the more I'm reading, the more I'm unsure. I think my uncertainty about that is very good explained in this...
- Fri Dec 06, 2013 1:14 pm
- Forum: Balancing
- Topic: Bases shouldnt increase SO much when going far
- Replies: 11
- Views: 13557
Re: Bases shouldnt increase SO much when going far
No, as already mentioned in the last weeks I had the same problems. Not THAT massive but also unbeatable, because locked without resources, and the resources are defeated by the natives. Played with defaults. I mean it's ok, to have that much, but there should be a way (or better two or three) to fi...
- Fri Dec 06, 2013 1:01 pm
- Forum: Ideas and Suggestions
- Topic: Theme song
- Replies: 23
- Views: 10781
Re: Theme song
I've maps where this is played all the time. And it is planned differently, make your own alarming system. E.g. red lamps, which turn on, when biters come too near.
- Thu Dec 05, 2013 12:04 pm
- Forum: Wiki Talk
- Topic: Should wiki contain detailed info about mods?
- Replies: 37
- Views: 23292
Re: Should wiki contain detailed info about mods?
Well, because I couldn't sleep, I changed a lot stuff tonight and now I think I understand the subpages. I made an example. But I'm not finished yet. Currently it looks like so User_made_mods Mod_DyTech Mod_DyTech/Inserter Mod_F-mod Mod_F-mod/blaaa ... I think the end-structure should look like so: ...
- Wed Dec 04, 2013 10:20 am
- Forum: Ideas and Suggestions
- Topic: Theme song
- Replies: 23
- Views: 10781
- Tue Dec 03, 2013 11:28 pm
- Forum: Wiki Talk
- Topic: Should wiki contain detailed info about mods?
- Replies: 37
- Views: 23292
Re: Should wiki contain detailed info about mods?
Uh.. Subpages, that was new for me...
http://www.mediawiki.org/wiki/Help:Subpages
Edit: I know why, because it must be turned on before!
And this is like it is now:
https://forums.factorio.com/wiki/inde ... _made_mods
Everyone is invited to make it better.
http://www.mediawiki.org/wiki/Help:Subpages
Edit: I know why, because it must be turned on before!
And this is like it is now:
https://forums.factorio.com/wiki/inde ... _made_mods
Everyone is invited to make it better.
- Tue Dec 03, 2013 10:01 pm
- Forum: Wiki Talk
- Topic: Should wiki contain detailed info about mods?
- Replies: 37
- Views: 23292
Re: Should wiki contain detailed info about mods?
I need a bit time to really understand how namespaces work here, but haven't yet. :/ But from other wikis I think it works like so, that every mod should have its own namespace. For example for dytechs mod, the page about inserters should be named so: mod_dytech:inserter "mod" as prefix, b...
- Tue Dec 03, 2013 9:45 pm
- Forum: Gameplay Help
- Topic: solar day night cycle info needed
- Replies: 19
- Views: 16811
Re: solar day night cycle info needed
Erhm.. 539 kilowatt?
Btw. Wasn't this planned, to replace watt with kilowatt?
https://forums.factorio.com/forum/vie ... f=6&t=1109
Btw. Wasn't this planned, to replace watt with kilowatt?
https://forums.factorio.com/forum/vie ... f=6&t=1109
- Tue Dec 03, 2013 4:16 pm
- Forum: Wiki Talk
- Topic: Should wiki contain detailed info about mods?
- Replies: 37
- Views: 23292
- Mon Dec 02, 2013 11:42 pm
- Forum: Gameplay Help
- Topic: solar day night cycle info needed
- Replies: 19
- Views: 16811
Re: solar day night cycle info needed
:) Distractor is really powerful, but although I tried it now many dozen time I could not manage to use more than two weapon at a time. What I wish is a primary and a secondary weapon, like in every shooter. It is not realistic to have more than a dozen weapons. Primary and secondary weapons can be ...
- Mon Dec 02, 2013 10:56 pm
- Forum: Wiki Talk
- Topic: Should wiki contain detailed info about mods?
- Replies: 37
- Views: 23292
Re: Should wiki contain detailed info about mods?
Not only name, also version. Otherwise useless information.kovarex wrote:Btw, I plan to make feature, that would show:I was missing this in all moddable games as well as in Factorio.
- The name of the mod that created the item/entity
- The name(s) of mod(s) that modified that item/entity
- Mon Dec 02, 2013 8:34 pm
- Forum: Gameplay Help
- Topic: solar day night cycle info needed
- Replies: 19
- Views: 16811
Re: solar day night cycle info needed
Some days ago: created enough solar panels/accu to have 10 factories online. Loading all accus took about 20 seconds. But ! I had a fight. Mother of fights. A big concentration of worms/spawners and it eats my power reserves down to only 10%. Never thought that, and I had been warned. But they did. ...
- Mon Dec 02, 2013 1:27 pm
- Forum: News
- Topic: Friday Facts #10
- Replies: 20
- Views: 25000
Re: Friday Facts #10
game is very grindy and very slow, 5 minutes is not viable for current game pacing. <shake head> Once you automate everything it's just a matter of 1-2 minutes to replace 10 inserters, a dozens of belts, some assemblies, poles etc. Till then, ok, but then you will also have no repair-robots.... and...
- Mon Dec 02, 2013 10:39 am
- Forum: News
- Topic: Friday Facts #10
- Replies: 20
- Views: 25000
Re: Friday Facts #10
If you need it longer (which is eventually useful later, if you plan, while waiting for enough resources) they can surely add something, which is able to refresh the ghost buildings, so that they don't disappear. But that needs this building and energy...
- Mon Dec 02, 2013 2:29 am
- Forum: General discussion
- Topic: passed the 4k
- Replies: 27
- Views: 14394
Re: passed the 4k
A sack of ideas, but I like
most.to write history into the world
- Sun Dec 01, 2013 10:15 pm
- Forum: General discussion
- Topic: passed the 4k
- Replies: 27
- Views: 14394
Re: passed the 4k
Why? The player should choose his way of playing, I like to not pollute much so creepers attack less, so I use solar pannels. Also creepers attack because the character is polluting, if the cause is the volcano... Why would they attack the player? Well, of course the player should play "his&qu...
- Sun Dec 01, 2013 8:16 pm
- Forum: General discussion
- Topic: passed the 4k
- Replies: 27
- Views: 14394
Re: passed the 4k
- The lack of real consequences is a good point. We were talking about the pollution killing the trees in the long run. Maybe there should be other "more permanent" effects. When I read Garm's note about consequences, my first thought was a "final enemy". Some giant bug. Or a re...
- Sun Dec 01, 2013 12:40 am
- Forum: General discussion
- Topic: passed the 4k
- Replies: 27
- Views: 14394
Re: passed the 4k
Well, I think you are more or less right in all your points, but I don't see it so pessimistic. The game potential is enormous and the way they do development is really great. They already said, that they are unhappy with the turret fighting. They said, that they can add much harder enemies now, bec...