Search found 33 matches
- Wed Feb 27, 2019 11:32 am
- Forum: Not a bug
- Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
- Replies: 7
- Views: 2443
Re: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
Works with the command. Then I wait the 5-10 seconds it takes Compi to decide that you are unsure what to do, and it moves to the wreck below. Well, it actually works also without command if I wait long enough but it's 27-28 seconds . Definitely too long, given that on first run it was normal. EDIT:...
- Wed Feb 27, 2019 10:09 am
- Forum: Not a bug
- Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
- Replies: 7
- Views: 2443
Re: [0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
Just hit ESC->restart after loading.
- Wed Feb 27, 2019 10:04 am
- Forum: Ideas and Suggestions
- Topic: Colorful labs
- Replies: 2
- Views: 1563
Colorful labs
TL;DR Change working lab color based on researched science tier. What ? When starting NPE tutorial we have this new lab for our research: 20190227104428_1.jpg At first I though it was a suprise from developers unmentioned in any FFF. :o I expected to later in game see labs changing colors to: -gree...
- Wed Feb 27, 2019 8:26 am
- Forum: Not a bug
- Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
- Replies: 7
- Views: 2443
[abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
After clicking restart during mission compilatron wont proceed from the initial WSAD control section. It just stays in its starting spot after saying 'engineer operational' line. Restarting game doesn't help either. After the point which hasn't been seen yet it works normally but in next play it won...
- Sun Feb 24, 2019 10:45 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 154430
Re: Friday Facts #283 - Prepare to Launch
There are many ways how to define the step between green and blue. Complexity and resource requirements for example. Or space. Tight spot campaign; blue science mission: Space required to setup electric mining drill is about 15% of the map while solid fuel requires just a chem. plant(s) going out o...
- Sat Feb 23, 2019 9:47 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 154430
Re: Friday Facts #283 - Prepare to Launch
Then, I could put an alarm/horn and make sounds at 90, 95, 98, 99% so I would not miss the launch. Try this: 0eNrVWEtu2zAQvUrBZWsFkvyt0fYEzaborggEWhrbRChSJSknRuAD9CC9WE/SGcrxT7Iju0nabhJJnB/nzXui/MAmsoTCCOXY+IGJVCvLxt8emBUzxSU9c8sC2JgJBznrMMVzujM6vQUXWCE1W3WYUBncs3G0uukwUE44AVUYf7NMVJlPwKBBY4AOK7RFH...
- Fri Feb 22, 2019 7:05 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 154430
Re: Friday Facts #283 - Prepare to Launch
The new rocket silo looks good, but it would be even better if the lights kept flashing all the time (and maybe a bit slower, to feel more "heavy"). Also the abrupt linear upwards movement and stopping of the rocket looks a bit fake, like it doesn't have any weight. Would it be possible t...
- Fri Feb 22, 2019 9:23 am
- Forum: General discussion
- Topic: I Miss Alien Artifacts!
- Replies: 27
- Views: 9268
Re: I Miss Alien Artifacts!
Factorio exists with the system enemies, therefore the system enemies must be considered as integral part of Factorio. Well, I would not say that every system existing in game must be integral. This quote for example (from FFF-275): This makes it even more clear that the Military science pack is a ...
- Wed Feb 20, 2019 11:16 am
- Forum: General discussion
- Topic: Who brought you to factorio?
- Replies: 30
- Views: 9708
Re: Who brought you to factorio?
Somwhere around my starting months at university I decided to rewrite from zero my first/favourite game. I've treated it more as a programming excercises than actually planning to make it complete someday. Ever since then I usually spend few weeks a year pushing the project. You know - implementing ...
- Sat Feb 02, 2019 9:40 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 87858
Re: Friday Facts #280 - Visual Feedback is the king
It's 1st condition block (empty cargo and time) or 2nd condition block (passenger and inactivity and circuit).
AND always ties its condition and the one above
OR always creates new block and ties this block with preceding one
- Sat Feb 02, 2019 9:28 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 87858
Re: Friday Facts #280 - Visual Feedback is the king
First of all: thank you! Toggles I would like to see: 1) I'm joining to arleady suggested "switch train mode" 2) "switch night vision googles" 3) "hickjack train" that would stop next train passing nearby. For example when I'm standing within, say, 5 tiles from rail tra...
- Fri Jan 18, 2019 10:20 pm
- Forum: Show your Creations
- Topic: New to Factorio. First win.
- Replies: 2
- Views: 1968
Re: New to Factorio. First win.
So after a short train trip here we are again. Oil processing center. A bit less dense than main factory: 7A refinery.jpg Closeup on production area. Nothing special, I guess. Lot of experimentation took place here but result is not as scary as one could expect from a newbie. 7B refinery setup.jpg A...
- Fri Jan 18, 2019 10:18 pm
- Forum: Show your Creations
- Topic: New to Factorio. First win.
- Replies: 2
- Views: 1968
New to Factorio. First win.
Hello! I've just finished my first freeplay game. What about a tour around my very first factory? Let's start with overview of the area. All packed up around the starting area. Factory in the center. Oil refinery south. Mines around. 0 Ovewview.jpg Main factory. Power/labs on the left. Production se...