Search found 12797 matches

by ssilk
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...
by ssilk
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.
by ssilk
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...
by ssilk
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...
by ssilk
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.
by ssilk
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: ...
by ssilk
Wed Dec 04, 2013 10:20 am
Forum: Ideas and Suggestions
Topic: Theme song
Replies: 23
Views: 10781

Re: Theme song

by ssilk
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. :)
by ssilk
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...
by ssilk
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? :shock:

Btw. Wasn't this planned, to replace watt with kilowatt?

https://forums.factorio.com/forum/vie ... f=6&t=1109
by ssilk
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 ...
by ssilk
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?

kovarex wrote:Btw, I plan to make feature, that would show:
  • The name of the mod that created the item/entity
  • The name(s) of mod(s) that modified that item/entity
I was missing this in all moddable games as well as in Factorio.
Not only name, also version. Otherwise useless information.
by ssilk
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. ...
by ssilk
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...
by ssilk
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...
by ssilk
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
to write history into the world
most. :)
by ssilk
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...
by ssilk
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...
by ssilk
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...

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