Search found 12798 matches
- Fri May 17, 2013 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Signs & Designated areas
- Replies: 14
- Views: 10080
Re: Signs & Designated areas
This "area idea" could also be very useful in multiplayer. E. g. "I make power production, should be placed here, you make iron and copper placed there...", to ensure that the players don't need to cross the space.
- Fri May 17, 2013 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Display of Time of Day
- Replies: 8
- Views: 23358
Re: Display of Time of Day
Other ways to display it:
- Shadows of the buildings/trees changes
- The light has different colors. Day: White, Morning/Evening: Red, Night: Blue
- Shadows of the buildings/trees changes
- The light has different colors. Day: White, Morning/Evening: Red, Night: Blue
- Wed May 15, 2013 3:33 pm
- Forum: Pending
- Topic: factorio crashes
- Replies: 10
- Views: 11792
Re: factorio crashes
As far as I know this 0x000001d-Error means "illegal instruction". The CPU tries to execute a non-existing command.
Could be caused by hardware problems. For example some bits on the harddisk swapped. Or the CPU gets too hot. By software: The compiler produces some illegal opcodes or the program was ...
Could be caused by hardware problems. For example some bits on the harddisk swapped. Or the CPU gets too hot. By software: The compiler produces some illegal opcodes or the program was ...
- Wed May 15, 2013 2:54 pm
- Forum: Ideas and Suggestions
- Topic: Easier Movement?
- Replies: 19
- Views: 25075
Re: Easier Movement?
Ok. Begins to get interesting. :)
I keep at my points. There is space for much improvement inn this subject. The current handling of the keyboard/mouse is not "round", doesn't feel finished, is not logical in some cases.
I don't want to go too deep into details, because I don't want to show ...
I keep at my points. There is space for much improvement inn this subject. The current handling of the keyboard/mouse is not "round", doesn't feel finished, is not logical in some cases.
I don't want to go too deep into details, because I don't want to show ...
- Tue May 14, 2013 11:18 am
- Forum: Ideas and Suggestions
- Topic: Easier Movement?
- Replies: 19
- Views: 25075
Re: Easier Movement?
I doubt that would allow me to remove a belt that has items constantly running over it.
Removing running items with the mouse doesn't make sense. In this case the cursor is placed on the belt, not the items over it.
So F is just to remove running items, or hidden items. For beginners this isn't ...
Removing running items with the mouse doesn't make sense. In this case the cursor is placed on the belt, not the items over it.
So F is just to remove running items, or hidden items. For beginners this isn't ...
- Tue May 14, 2013 10:09 am
- Forum: Ideas and Suggestions
- Topic: Some ideas for more usefull trains.
- Replies: 21
- Views: 26729
Re: Some ideas for more usefull trains.
Electrified tracks should act exactly like simple power lines.
- Mon May 13, 2013 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Steam
- Replies: 13
- Views: 21574
Recycling
Hamsters.
I thought it was obvious.
Receipts to get power from creepers:
Produce steel. Make a creeper-trap. Produce wheels. Make a big wheel. Catch Creepers in trap. Put them into wheel. Stand in front of it: Power enough for 10 plants. :)
Make a composter. Catch creepers into composter. Wait ...
I thought it was obvious.
Receipts to get power from creepers:
Produce steel. Make a creeper-trap. Produce wheels. Make a big wheel. Catch Creepers in trap. Put them into wheel. Stand in front of it: Power enough for 10 plants. :)
Make a composter. Catch creepers into composter. Wait ...
- Mon May 13, 2013 5:08 pm
- Forum: Ideas and Suggestions
- Topic: Steam
- Replies: 13
- Views: 21574
Re: Steam
If you really wanted to complicate factorio, you could try to explain the magic that makes transport belts move ;-)
:) Yeah. And Alien-Hamsters are much better.
[To be serious I thought about it. :) In Factorio maybe belts needs to be connected at a point anywhere to energy. They don't need ...
:) Yeah. And Alien-Hamsters are much better.
[To be serious I thought about it. :) In Factorio maybe belts needs to be connected at a point anywhere to energy. They don't need ...
- Mon May 13, 2013 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Mining robot
- Replies: 1
- Views: 5727
Re: Mining robot
Remembers me to many strategy games, first Dune, second Command&Conquer, third Warcraft ....
But it makes sense, when you
a) remove the cole-driven miner (because you never use them in the later game)
b) limit the number of the "robots" to about 10-100 (you can control 10 "yourself" or produce up to ...
But it makes sense, when you
a) remove the cole-driven miner (because you never use them in the later game)
b) limit the number of the "robots" to about 10-100 (you can control 10 "yourself" or produce up to ...
- Mon May 13, 2013 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Telling inserters where to place items on transport belts
- Replies: 33
- Views: 35040
Re: Telling inserters where to place items on transport belt
There are more than 3 "lanes". Get much iron in your hands, go over a belt and press Z some times. There are some moving stones, which are "out of the belt".
Putting stuff into the middle of a belt doesn't make sense from the gameplay, because it blocks all other items or brings the hole flow to ...
Putting stuff into the middle of a belt doesn't make sense from the gameplay, because it blocks all other items or brings the hole flow to ...
- Mon May 13, 2013 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Steam
- Replies: 13
- Views: 21574
Re: Steam
1. would create really bad feedback loops, possibly making everything totally unstable.
Even those SteamEngine <-> coal mine feedback loops are pretty bad.
Hm. In real power plant, it's a big problem to bring the hole process to work. The bigger it is, the bigger the problem. I think it should be ...
Even those SteamEngine <-> coal mine feedback loops are pretty bad.
Hm. In real power plant, it's a big problem to bring the hole process to work. The bigger it is, the bigger the problem. I think it should be ...
- Mon May 13, 2013 10:56 am
- Forum: Ideas and Suggestions
- Topic: Easier Movement?
- Replies: 19
- Views: 25075
Re: Easier Movement?
Stupid question: Why is F and Z needed?
I think this isn't really needed and can be mapped to left and right MB.
More consistent usage: LMB = remove what's the cursor over / RMB = put what you have in hand.
Currently: Remove a belt with LMB. Then run to the place it was and remove the stuff, which ...
I think this isn't really needed and can be mapped to left and right MB.
More consistent usage: LMB = remove what's the cursor over / RMB = put what you have in hand.
Currently: Remove a belt with LMB. Then run to the place it was and remove the stuff, which ...
- Fri May 10, 2013 5:30 pm
- Forum: Ideas and Suggestions
- Topic: Steam
- Replies: 13
- Views: 21574
Steam
I thought about the generators and steam. Currently I think the system is really nice. I like the steam engines.
Suggestions:
1. The pump doesn't need power to run. It should need electricity.
2. The "steam" is only 100 degrees hot and the generator runs with water only 15 degrees hot. Reality is ...
Suggestions:
1. The pump doesn't need power to run. It should need electricity.
2. The "steam" is only 100 degrees hot and the generator runs with water only 15 degrees hot. Reality is ...
- Fri May 10, 2013 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Theme song
- Replies: 23
- Views: 16861
Jukebox
How about building a jukebox? A jukebox can be placed anywhere and needs electricity. Then you can choose any MP3 on disk to play. Until you are near it, you can hear it.
- Fri May 10, 2013 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Easier Movement?
- Replies: 19
- Views: 25075
Re: Easier Movement?
How about making and autopickup toggle. Picking up large fields of stuff like after an inventory explosion is quite annoying when you have to hold down the F key all the time.
I would like to have a cleaner: some kind of robot which runs around and collects everything in an given area into the ...
I would like to have a cleaner: some kind of robot which runs around and collects everything in an given area into the ...
- Tue May 07, 2013 11:26 pm
- Forum: Ideas and Suggestions
- Topic: Body Recycling
- Replies: 3
- Views: 11162
Body Recycling
For example: The shot ammunition is inside the dead bodies. When you are fast enough to collect them, you can save the shot ammunition.
- Tue May 07, 2013 11:17 pm
- Forum: Ideas and Suggestions
- Topic: Theme song
- Replies: 23
- Views: 16861
Re: Theme song
The surprise for me to this game was, that so many different types of music could match.
But two most emotional types have been shown in this thread:
1. creepy
2. building
- that's what the game is exactly about!
But two most emotional types have been shown in this thread:
1. creepy
2. building
- that's what the game is exactly about!
- Tue May 07, 2013 6:50 pm
- Forum: Implemented Suggestions
- Topic: Base being attacked indicator
- Replies: 4
- Views: 9311
Re: Base being attacked indicator
What about "sensors" or "radar" to be placed?
- Tue May 07, 2013 6:48 pm
- Forum: Ideas and Suggestions
- Topic: Control movement with mouse
- Replies: 21
- Views: 17561
Re: clic to move
I would like that, because one of my left fingers has no feeling in it after an accident. I really have problems to master this game.
+1 +1 +1
I know, the game would become more Diablo feeling, but - is that really that bad? Let the player choose how he wants to steer this...
+1 +1 +1
I know, the game would become more Diablo feeling, but - is that really that bad? Let the player choose how he wants to steer this...
- Mon Apr 29, 2013 6:49 pm
- Forum: Implemented Suggestions
- Topic: Crafting tabs in the inventory screen
- Replies: 25
- Views: 32039
Re: Crafting tabs in the inventory screen
@ ssilk
I don't like any automatic character movement and placing fictitious items.
Neither I support crafting with intermediate steps removed.
(I don't recall what was the rest of the post about, sorry)
I try to make it in short:
1. Remove complexity by reducing needed things to craft (in ...
I don't like any automatic character movement and placing fictitious items.
Neither I support crafting with intermediate steps removed.
(I don't recall what was the rest of the post about, sorry)
I try to make it in short:
1. Remove complexity by reducing needed things to craft (in ...