Search found 107 matches
- Sun Sep 15, 2013 1:25 pm
- Forum: General discussion
- Topic: Is game dead or not? [Not at all]
- Replies: 45
- Views: 44554
Re: Is game dead or not? [Not really]
daaat thing looks creeepy Oo
- Thu Sep 05, 2013 12:25 pm
- Forum: Implemented Suggestions
- Topic: More Stats?
- Replies: 13
- Views: 6846
Re: More Stats?
great ideas - and i think that realising it with the electric signal network would be pretty awesome..
aaaaand !!!!! BELT ITEM COUNTER !!!!!
aaaaand !!!!! BELT ITEM COUNTER !!!!!
- Tue Sep 03, 2013 1:02 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1042070
Re: Factorio Roadmap
Well, see it like this: there's a crowd of people who are eagerly awaiting the release! That's way better than not knowing whether anyone cares or will ever care about the game (which seems to have been the case before the crowdfunding campaign). I doubt anyone's going to be seriously mad about the...
- Tue Sep 03, 2013 12:58 pm
- Forum: Implemented Suggestions
- Topic: More Stats?
- Replies: 13
- Views: 6846
Re: More Stats?
more graphs! more graphs!!!
i agree - more information about production/item movement/whatever would be very interesting.
i feel a little bit underinformed about how much stuff i need for whatever, too
more graphs! more graphs!!!
i agree - more information about production/item movement/whatever would be very interesting.
i feel a little bit underinformed about how much stuff i need for whatever, too
more graphs! more graphs!!!
- Fri Aug 30, 2013 5:54 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1042070
Re: Factorio Roadmap
i dont like all the impatience around here..
they release it, when they think its time.
screenshots look cool! especially the paintings.
its like: yeaah draw a few lines, scritch scratch here and there...oh..we have created a mooooonster
they release it, when they think its time.
screenshots look cool! especially the paintings.
its like: yeaah draw a few lines, scritch scratch here and there...oh..we have created a mooooonster
- Fri Aug 23, 2013 4:17 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belts instead of trains
- Replies: 33
- Views: 34446
Re: Belts instead of trains
thats a good answer, but to a false question :D i try to make my factories modulated. that means i produce item a at position a, and transfer it via a main belt network where EVERY item runs through to position b, c and d where its needed. i like this design very much because its expandable...to the...
- Fri Aug 23, 2013 2:26 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belts instead of trains
- Replies: 33
- Views: 34446
Re: Belts instead of trains
the modules and new assembling machines are a great feature. however since the productivity increases dramatically (dont know if thats spelled correct), i often have the feeling that even the express belts are too slow and cant handle enough items to support a big factory. for instance copper cable ...
- Fri Aug 16, 2013 4:36 pm
- Forum: Ideas and Suggestions
- Topic: A reliable and cheap first wall against the creepers
- Replies: 13
- Views: 14997
Re: A reliable and cheap first wall against the creepers
im mostly using laser turrets as well. but i understand the point. when i start a new game, i dont produce any laser turrets or potions in the first 5-10 hours (except a few handmade potions to get fast transport belts, AM2, and smart inserters), because i start my factories huge and therefore a &qu...
- Fri Aug 16, 2013 11:31 am
- Forum: Ideas and Suggestions
- Topic: A reliable and cheap first wall against the creepers
- Replies: 13
- Views: 14997
Re: A reliable and cheap first wall against the creepers
I would prefer it if we could choose the amount to fill to, and not just on turrets but all placements that can hold an inventory. good idea this would be (even though not entirely "early-game-proof") possible if the turrets could be integrated in the cable-logic system i.e. smart inserte...
- Fri Aug 16, 2013 10:34 am
- Forum: Mods
- Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
- Replies: 79
- Views: 52584
Re: [MOD 0.6.1] Blueprints V0.6.0
Ok. I am not completly sure what is the reason for this. Did you start the game with a previous version of the mod? What files do you modified? As a quick fix you can go into the savefile and delete the "script.dat", this will reset the script state ( so the enemyattackcounter as well), t...
- Wed Aug 14, 2013 11:07 am
- Forum: Mods
- Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
- Replies: 79
- Views: 52584
Re: [MOD 0.6.1] Blueprints V0.6.0
reproducing: it happens all the time when i place the 2nd copy marker. savegame: first i try reinstalling/overwriting the mod files since i changed the recipes to get the functionality early on ;) edit: didnt work after overwriting the existing files edit: doenst work on any savegame, so i uploaded ...
- Wed Aug 14, 2013 7:40 am
- Forum: Mods
- Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
- Replies: 79
- Views: 52584
- Tue Aug 13, 2013 3:07 pm
- Forum: Pending
- Topic: [0.6.3]transferring items,chest window
- Replies: 2
- Views: 3185
Re: [0.6.3]transferring items,chest window
have a little time later that day.
i will try and reproduce it.
what came to my mind after the post: didnt closed the chest windows manually - just walked away and it stayed open.
like it once did with the electric network window
i will try and reproduce it.
what came to my mind after the post: didnt closed the chest windows manually - just walked away and it stayed open.
like it once did with the electric network window
- Mon Aug 12, 2013 4:00 pm
- Forum: Pending
- Topic: [0.6.3]transferring items,chest window
- Replies: 2
- Views: 3185
[0.6.3]transferring items,chest window
transferring items(furnaces) with shift-click from a (smart)chest into the players inventory may resolve in the chest-window not closing.
saving and realoding results in crash without error message.
wasnt able to reproduce it though
saving and realoding results in crash without error message.
wasnt able to reproduce it though
- Mon Aug 12, 2013 1:03 pm
- Forum: Translations
- Topic: [0.6.1] german translation
- Replies: 8
- Views: 17452
Re: [0.6.1] german translation
ah ok.
never worked with github before so no clue how it works
never worked with github before so no clue how it works
- Mon Aug 12, 2013 11:13 am
- Forum: Translations
- Topic: [0.6.1] german translation
- Replies: 8
- Views: 17452
Re: [0.6.1] german translation
I'll monitor your github project. May take some days depending on weather, before I react. :) allright sounds good. German is a difficult but wonderful language, but it's very difficult to find good translations from English, which are both simple and small, because German has more roots and Englis...
- Mon Aug 12, 2013 8:40 am
- Forum: Translations
- Topic: [0.6.1] german translation
- Replies: 8
- Views: 17452
Re: [0.6.1] german translation
thx. yeah its quite difficult finding names that suit and describe as good as possible what they do. i guess i change the translation ssilk. atm working on technology descriptions. when i have finished them, i will upload them and you may have a look and tell me whats good/bad, bring your own transl...
- Sat Aug 10, 2013 9:51 pm
- Forum: Translations
- Topic: [0.6.1] german translation
- Replies: 8
- Views: 17452
[0.6.1] german translation
i edited the german translation, changed a few things added the modul names and a few other things will upload tomorrow i guess added: module translation & correct description splitter furnaces a few other things changed: logistic chest names (hopefully better to understand allthough no descript...
- Sat Aug 10, 2013 9:00 pm
- Forum: General discussion
- Topic: 0.6.2
- Replies: 1
- Views: 4149
0.6.2
whats up with .6.2?
when i start the game it downloads 0.6.2, but doesnt install it.
theres no announcement in the forum and not downloadeble from the website..
activated the auto-updater to early?
when i start the game it downloads 0.6.2, but doesnt install it.
theres no announcement in the forum and not downloadeble from the website..
activated the auto-updater to early?
- Tue Aug 06, 2013 1:22 pm
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 19032
Re: pipes - "water flow resistance"?
Unfortunately this breakage doesn't have high enough priority, so it will probably stay for a while. That's a pity. Every time I start new game I forget about that and I am getting angry why it does not work as I expect. thats exactly what i feel too :D its like: god damn it why you wont ELECRTICIT...