Sending a car to space
https://i.imgur.com/yhY6T6P.png
Ha ha this is the best, however sending car to the space is still not in game. I wonder beside building and maintain factories, there hold be others exciting option like this should be in game, if we able to do this then it would be the ...
Search found 167 matches
- Thu Apr 05, 2018 2:21 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 155
- Views: 384312
- Tue Feb 27, 2018 7:21 am
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 90031
Re: So... Let's talk about bots, and how to fix them properly...
My low effort solution: just don't use logistic bots.
It's each players choice whether to use them or not.
Personally I use only constructions bots, a pile or two for building and clearing and some for maintaining (/repairing) defenses on my perimeter.
It's each players choice whether to use them or not.
Personally I use only constructions bots, a pile or two for building and clearing and some for maintaining (/repairing) defenses on my perimeter.
- Tue Feb 27, 2018 7:11 am
- Forum: General discussion
- Topic: Using Artillery for exploration
- Replies: 12
- Views: 9847
Re: Using Artillery for exploration
Late game I can imagine launching a survey satellite that would give you complete map reveal (or within a certain range on infinite maps), adding a further amount per additional satellite launch.
- Tue Feb 27, 2018 5:55 am
- Forum: Implemented Suggestions
- Topic: Factorio Port for Nintendo Switch?
- Replies: 14
- Views: 23793
Re: Factorio Port for Nintendo Switch?
Mobile devices don't have the power to handle games like Factorio.
There is a big difference between a mobile processor and an Atom, or a laptop or desktop CPU.
It has nothing to do with the textures, either, it's the sheer processing power and memory required to manage the massive amount of ...
There is a big difference between a mobile processor and an Atom, or a laptop or desktop CPU.
It has nothing to do with the textures, either, it's the sheer processing power and memory required to manage the massive amount of ...
- Tue Feb 27, 2018 5:45 am
- Forum: General discussion
- Topic: Can i see what is made out of an product?
- Replies: 11
- Views: 7498
Re: Can i see what is made out of an product?
Factorio modding is not like Skyrim modding, you don't spend solid days sorting out, updating, testing compatibility and so on. Most of them just work, and Factorio scans for dependencies and other problems while loading. Unlike Bethesda who just let the chips (and pretzels and whatever else you ...
- Tue Feb 27, 2018 5:35 am
- Forum: General discussion
- Topic: 3000 hours and Dirty Mining
- Replies: 20
- Views: 12099
Re: 3000 hours and Dirty Mining
I don't even know how many hours I've played Factorio. Steam says 175, but I got it from the website back in early 2015, possibly late 2014 counting the demo version, and only added it to steam years later.
- Tue Feb 27, 2018 5:14 am
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 476
- Views: 407753
Re: Just bought the game; What were Your first impressions?
blindsided, watch the Factorio tutorial videos by Katherine of Sky (and others, but especially hers).
https://www.youtube.com/channel/UCTIV3K ... NjoMoNaGtQ
https://www.youtube.com/channel/UCTIV3K ... NjoMoNaGtQ
- Tue Feb 27, 2018 4:02 am
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 67616
Re: Belts vs Bots - A response to FFF #224
I see a lot of opinions about a lot of things that just don't make any sense.
First this crap about launching the rocket. Most people have never launched a rocket, or if they have, they did it once and have never done it again.
Second, far from "everyone" switches to [implied logistics] bots as ...
First this crap about launching the rocket. Most people have never launched a rocket, or if they have, they did it once and have never done it again.
Second, far from "everyone" switches to [implied logistics] bots as ...
- Sat Nov 05, 2016 12:42 am
- Forum: Ideas and Suggestions
- Topic: Terraforming: Green planet
- Replies: 6
- Views: 5056
Re: Terraforming: Green planet
don't like the mods that add forest growth for another reason: this game is a technology-based game, so magical fast-growing trees simply don't belong.
Some varieties of bamboo can grow at a rate of 4cm per hour (1 inch per 40 minutes). As these trees are alien, who is to say what is a normal ...
Some varieties of bamboo can grow at a rate of 4cm per hour (1 inch per 40 minutes). As these trees are alien, who is to say what is a normal ...
- Fri Nov 04, 2016 10:58 pm
- Forum: General discussion
- Topic: How does the activation work ? ( LegitCopyOfGame)
- Replies: 3
- Views: 3466
Re: How does the activation work ? ( LegitCopyOfGame)
You know there is a free demo on the website, no need for a *cough*not-legit-copy*cough* to try it out. This info is more for future potential users.
- Fri Nov 04, 2016 10:54 pm
- Forum: Ideas and Suggestions
- Topic: Character Classes/Archetypes
- Replies: 6
- Views: 3408
Re: Character Classes/Archetypes
The original discussion thread is very old and nothing has been done, and that is probably a good thing. Factorio is about research and automation, not to mention using conveyor belts to shoot aliens, not character development, classes, skills and other elements that make up a role-playing game ...
- Fri Nov 04, 2016 10:09 pm
- Forum: Ideas and Suggestions
- Topic: Prioritize player requests along with other requests
- Replies: 16
- Views: 5271
Re: Prioritize player requests along with other requests
What you are asking for, by prioritizing construction before deconstruction then altering the priority when construction of an entity requires local deconstruction to happen first, is adding unnecessary load to the process. By prioritizing deconstruction over construction, the KISS (Keep It Simple ...
- Fri Nov 04, 2016 9:58 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Light mod
- Replies: 5
- Views: 2242
Re: [Request] Light mod
Well you could have an entirely new pair of entities, a special "lighting only" pole and a special lamp that only accesses a new grid based on these poles; however, the additional load of a whole new logical layer on the map might be prohibitive.
- Fri Nov 04, 2016 9:53 pm
- Forum: Implemented Suggestions
- Topic: Hand crafting should pause if your inventory is full
- Replies: 14
- Views: 4870
Re: Hand crafting should pause if your inventory is full
That's not a bug. That's a feature request.
I think it's open to interpretation if it's a bug or not. But you can leave it in ideas and suggestions.
Either something is WAI (Working As Intended) or it is not. If it is not, it is a bug (or has been since actual computer problems caused by ...
I think it's open to interpretation if it's a bug or not. But you can leave it in ideas and suggestions.
Either something is WAI (Working As Intended) or it is not. If it is not, it is a bug (or has been since actual computer problems caused by ...
- Mon Oct 31, 2016 7:01 am
- Forum: Ideas and Suggestions
- Topic: Things should break
- Replies: 24
- Views: 8400
Re: Things should break
Here is a thought, then, intrroduce it as a mod first and then if a lot of people use it, you know it would be worthwhile to fold it into the base game.
- Mon Oct 31, 2016 6:58 am
- Forum: Resolved Problems and Bugs
- Topic: [14.17] SendTo (0.0.0.0:34197) failed: The requested address is not valid in its context
- Replies: 9
- Views: 6780
Re: [Cube] [0.14.17] The requested address is not valid.
Hmm...that's really strange.
Though after reading the first response of that other thread it's a bit clearer.
Though after reading the first response of that other thread it's a bit clearer.
- Sun Oct 30, 2016 1:51 am
- Forum: Technical Help
- Topic: price for worst documentation goes too....
- Replies: 7
- Views: 2486
Re: price for worst documentation goes too....
If you have the mods installed correctly on your client, but not the server, everything that the mods add will be missing.nuhll wrote:3.) all building by mods a lost, is that normal?
- Sun Oct 30, 2016 1:27 am
- Forum: Gameplay Help
- Topic: Blueprint train unloading
- Replies: 13
- Views: 12328
Re: Blueprint train unloading
Here is a thread I was somewhat involved in where some examples of train loading and unloading were bandied about, you could try them. I am pretty sure they only work horizontally, not vertically, but as long as you work around that limitation they are pretty good. They are not blueprints, only ...
- Sun Oct 30, 2016 1:21 am
- Forum: Maps and Scenarios
- Topic: Somebody make an Earth World map?
- Replies: 13
- Views: 31543
Re: Somebody make an Earth World map?
If you know the format of the scenario files, you should be able to make a program that would input an image of a real (or imagined) map of anything and output a scale representation of it in the form of a Factorio scenario, to which you could then apply a little elbow grease in the map editor to ...
- Sun Oct 30, 2016 1:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.9] [Reopened] Rounding errors with GUI vs. game logic
- Replies: 13
- Views: 13828
Re: [Rseding91] [0.13.9] [Reopened] Rounding errors with GUI vs. game logic
Dunno 'bout others, but I program combinators with near-enough values. For example, my chem plants crack heavy oil when there is 2400 or more lubricant and 500 or more heavy oil stored, because when it comes right down to the wire that last 100 lubricant is not going to mean the difference between ...