Very good. Many things to correct, but much better.
If you have the pics also in higher resolution, you should upload them please, because for example the station is badly visible... You can place them in the text compressed, if you add "|300px" after the pic-name.
Search found 12797 matches
- Fri Oct 25, 2013 9:50 am
- Forum: Wiki Talk
- Topic: Wiki revived
- Replies: 20
- Views: 21639
- Fri Oct 25, 2013 9:36 am
- Forum: Implemented Suggestions
- Topic: The Alt Key
- Replies: 13
- Views: 9981
Re: The Alt Key
Sure that would work for now and the near future, but there will be some point where you might have lots of different layers and do not want to learn all the keybindings for them. My experience with that is, that you lay the keys in some order on the keyboard, the player can just try it out. Learni...
- Fri Oct 25, 2013 8:10 am
- Forum: Implemented Suggestions
- Topic: The Alt Key
- Replies: 13
- Views: 9981
Re: The Alt Key
We are nearly together. Instead of an own ui I would prefer keys. Technically- as said above - I mean the alt key should be used with other keys. And practically: it works so in many other games. One key to show another information level and other keys to turn in this level the different information...
- Fri Oct 25, 2013 5:15 am
- Forum: Implemented Suggestions
- Topic: The Alt Key
- Replies: 13
- Views: 9981
Re: The Alt Key
It would make sense to have a key for every layer. Like M for map and P for production, some keys, which lay directly together.
Edit: 6-0 would be a good usage for that.
Then the alt key would be free for more useful stuff.
Edit: 6-0 would be a good usage for that.
Then the alt key would be free for more useful stuff.
- Fri Oct 25, 2013 5:05 am
- Forum: Ideas and Suggestions
- Topic: My observations from playing the game (Trains/wishlist)
- Replies: 40
- Views: 20052
Re: My observations from playing the game (Trains/wishlist)
I mean it should have a story. But why only one? When I think back to the ideas in this thread and at some others! I come to the conclusion that there are so many, that it would be a pity not have them all. :) And how could that be? Of course not with logical explainable stories. There are two sorts...
- Wed Oct 23, 2013 5:43 pm
- Forum: Gameplay Help
- Topic: Limit production with Logistics system?
- Replies: 13
- Views: 20246
Re: Limit production with Logistics system?
JIT - just in time. Or as you said in real time. It means, that there is just so much storage as affordable, because the stuff is produced, when you need. Or in other words: the buffers between your production cycles are as small as possible. (BTW: In Factorio, not only chests count as buffer, the b...
- Wed Oct 23, 2013 4:58 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 99203
Re: Fight
With one of his statement I think he is right: fight is in my eyes sometimes (!) frustrating. You have so many possibilities to equip and need to configure and do some things, that if you forget one step or choose the wrong equipment, you die. Like in reality. And like in reality I think the things ...
- Wed Oct 23, 2013 4:37 pm
- Forum: Ideas and Suggestions
- Topic: My observations from playing the game (Trains/wishlist)
- Replies: 40
- Views: 20052
Re: My observations from playing the game (Trains/wishlist)
I mean this is an excellent idea, because in most cases, the resources are, where the native live. So this is one of the best reasons to begin building tracks. And when you have the first track then the second is not much more afford. Additionally, the more tracks you have, the more complicated it i...
- Wed Oct 23, 2013 9:46 am
- Forum: Gameplay Help
- Topic: Limit production with Logistics system?
- Replies: 13
- Views: 20246
Re: Limit production with Logistics system?
Another solution is not to use storage chests, only providers and requesters, because then the items are only moved from a provider into requester and in that case it is valid to only plug the requester and inserter, as described above. (I never will understand, why I should produce more than 10000 ...
- Tue Oct 22, 2013 8:58 pm
- Forum: Gameplay Help
- Topic: Rail Signals? Still don't get em
- Replies: 6
- Views: 8907
Re: Rail Signals? Still don't get em
Generally spoken: - a block is from signal to signal and if there is a train or parts inside, the block is busy. A signals looks, if the block, in which it looks is busy, if yes it is red. - logical: place signals in both directions. Otherwise you make some one-way-track. - Make many blocks to avoid...
- Tue Oct 22, 2013 3:14 am
- Forum: Gameplay Help
- Topic: How to use defender capsules?
- Replies: 3
- Views: 6648
Re: How to use defender capsules?
And don't forget to count to three...
- Tue Oct 22, 2013 12:37 am
- Forum: Releases
- Topic: Version 0.7.3
- Replies: 20
- Views: 19859
Re: Version 0.7.3
Only for completeness: The bug happens only, when loading a game. So it is currently not a total fail. If the smart inserter is used as filter only, then he does nothing anymore. If he is connected with wires, then it becomes the problem described by BurnHard.
- Mon Oct 21, 2013 9:02 pm
- Forum: Releases
- Topic: Version 0.7.3
- Replies: 20
- Views: 19859
Re: Version 0.7.3
All my smart inserters lost their filter...
- Mon Oct 21, 2013 8:51 pm
- Forum: Off topic
- Topic: Riddle (not easy)
- Replies: 16
- Views: 20496
Re: Riddle (not easy)
Not understood. Prisoner 1 takes slot 1 and in the slot, there is (what a luck) the number 2. So he opens slot 2 and there lays 3 ... and so on. The chances that he finds his number is for the first slot 1:100, for the second 2:100, 3:100 and so on until 50:100. And now I got lost, because when adde...
- Mon Oct 21, 2013 8:22 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio 0.7.2 for Mac
- Replies: 10
- Views: 5282
Re: Factorio 0.7.2 for Mac
Perhaps not relevant to this bug. On my macBook Pro Factorio runs now. :) And the low resultion mode worked well, but I cannot say, if it had automatically switched, because I had the other problems, see down. I had no time to make more tests this evening, but promise to. One problem keeps (the reas...
- Mon Oct 21, 2013 7:25 am
- Forum: Ideas and Suggestions
- Topic: Scarcity Of Iron
- Replies: 12
- Views: 8816
Re: Scarcity Of Iron
I mean that overtop drawing should be avoided at all. If there is an resource and another should be drawn overtop, then instead the second resources is drawn around the first. A bit like when I take a full chest while my inventory is full.
- Sun Oct 20, 2013 6:59 pm
- Forum: General discussion
- Topic: Preventing nearby bases
- Replies: 13
- Views: 10637
Re: Preventing nearby bases
Don't see that problem. It is part of the physics in the game engine, it doesn't make sense to hide it. And if there are hidden borders I want to see them, because I don't like to count. The equivalent to the real world: I have some ground and I need to count my steps all the time, because otherwise...
- Sun Oct 20, 2013 4:57 pm
- Forum: Ideas and Suggestions
- Topic: My observations from playing the game (Trains/wishlist)
- Replies: 40
- Views: 20052
Re: My observations from playing the game (Trains/wishlist)
Yes, teleporter/gates doesn't fit into the game right from beginning. But I think the gameplay needs here a simple element to speed up traveling. It must not be a teleporter/gate! Anything, which speeds that up is welcome. Faster walk, faster car... ... My vision from faster travel is by a helicopte...
- Sun Oct 20, 2013 10:44 am
- Forum: Off topic
- Topic: Video about Factorio
- Replies: 12
- Views: 18483
Re: Video about Factorio
Yeah, of course. But this one lies on hand. Perhaps, when this guy makes the next video about factorials he uses factorio to show that... No of course not,but who knows?
- Sun Oct 20, 2013 10:36 am
- Forum: General discussion
- Topic: Preventing nearby bases
- Replies: 13
- Views: 10637
Re: Preventing nearby bases
I think to see the chunk borders is very useful and could be in some situations very important.