Search found 143 matches
- Fri Aug 24, 2018 10:49 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 49683
Re: Friday Facts #257 - NPE/Campaign update
For the shallow water: work like age of empires and like someone proposed. x tiles wide around the coast is shallow (or part of the coast = some immediatly deep, some shallow) -> close boddies connect from time to time + extra challange to wall yourself in (untill you have landfill) at the start of ...
- Fri Aug 24, 2018 10:45 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 49683
Re: Friday Facts #257 - NPE/Campaign update
Shallow water... now maybe you could do something about the fish! (i.e. put automated fish-traps on the shallow water!) Also, make it cheaper to dirt-over the shallow water But this should be the solution in the map generator for putting the player on an island.... shallow water to the surrounding ...
- Mon Aug 20, 2018 6:48 pm
- Forum: Not a bug
- Topic: Circuit network - 1 statement -1 inserter true, other false
- Replies: 2
- Views: 1005
Re: Circuit network - 1 statement -1 inserter true, other false
Ah, crap. Thanks a lot. In this case: I have no idea what goes above what. And why are both available at the same time? Are they 'AND' configured? Maybe an idea to shut it of, or make it more clear. I have 1000+ hours (and I am tired so might be me) but I spent 5 min looking at it before I gave up w...
- Mon Aug 20, 2018 4:52 pm
- Forum: Not a bug
- Topic: Circuit network - 1 statement -1 inserter true, other false
- Replies: 2
- Views: 1005
Circuit network - 1 statement -1 inserter true, other false
The stack inserters are placed with the blueprint in my hotbar. After placing I connected the red circuit with a roboport and marked 'read logistic network contents'e The statement 'advanced circuit < A' with A = 15 000 and advanced circuit -10 (because shortage) is false (red light) on all inserter...
- Fri Jul 20, 2018 8:08 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 93
- Views: 43267
Re: Friday Facts #252 - Sound design & Map editor
If you want epic gun sound, please take a look at world of tanks. Expecially the larger calibre guns are really nice to hear! At one point they recorded real tanks to use in the game. And not just the gun, also the locking in place combo fits nicer together. Here (imho) it the 'bang' comes a tad to ...
- Fri Jun 08, 2018 2:20 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 60642
Re: Friday Facts #246 - The GUI update (Part 3)
The UI looks really nice, it really gives factorio the uplift it needed. Altought even the current GUI is not bad its just a little buggy and stuff gets out of the screen. But for the most part its doing its job. The one complaint however is the placement of the Play/Confirm/Green button. I think i...
- Fri Jun 08, 2018 1:52 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 60642
Re: Friday Facts #246 - The GUI update (Part 3)
Enemy richness was the amount of purple orbs a base dropped in the past. Its a legacy option wich can be removed
But Im pretty sure you guys still remember if even I do
But Im pretty sure you guys still remember if even I do
- Fri May 04, 2018 3:59 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 45283
Re: Friday Facts #241 - New player experience
What I disliked the most of the tutorial in 0.9.something was that I had to start a new map after launching/building the plane. Just generate a map around it and let us continue play! If needed create a ring of sea/something creative to avoid any terrain generation gaps. A ring makes the first run a...
- Sat Apr 28, 2018 9:16 am
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 18623
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
Someone just commented to me that they would like to see splitters and undergrounds replace belts, but not the other way around . I would definitely be happy with such a solution! Yeah, you almost NEVER need it the other way, but almost always need to replace a belt with splitters/undergrounds....m...
- Fri Mar 16, 2018 9:10 pm
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 34230
Re: Friday Facts #234 - Office pictures
Where is Kovarex his office?
- Fri Oct 13, 2017 8:00 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 63819
Re: Friday Facts #212 - The GUI update (Part 1)
Now this is an improvement :) I might even be tempted to use trains with such an interface :) Did you remove my post about the question concerning the iteration of Forum -> FFF -> Forum thing? Or its reset after he does something in the process? And looking forward to the UI update & .16! Haven...
- Thu May 25, 2017 11:56 am
- Forum: Releases
- Topic: Version 0.15.13
- Replies: 49
- Views: 31997
Re: Version 0.15.13
Can you give us a rough estimate of 1-10 (+-2) how kovarex-stable 0.15 already is?
Yiss, its soon to start asking already ^^
And really nice game guys. Over 500 hours played and still hooked.
Yiss, its soon to start asking already ^^
And really nice game guys. Over 500 hours played and still hooked.
- Fri May 19, 2017 4:33 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Set Map Zoom Factor
- Replies: 4
- Views: 2348
Re: [Request] Set Map Zoom Factor
*Sadface*
- Sun Dec 25, 2016 10:26 am
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 34780
Re: Friday Facts #170 - Blueprint library GUI design and redesign
I don't get the problem with mirroring pipe machines? Just turn those 180°? Or is it something else? Guess I'll have to test it.
- Sun Jul 03, 2016 8:46 pm
- Forum: Not a bug
- Topic: Flamethrower aiming at targets outside range
- Replies: 10
- Views: 2860
Re: Flamethrower aiming at targets outside range
I agree. If a new spawner sets up at just the right range from your fixed defenses, this could potentially drain your entire oil supply. How is this considered acceptable behaviour? I probably wasnt considered so It isnt acceptable. Keep in mind this is a new build and corner cases like this are pr...
- Wed Jun 29, 2016 9:48 am
- Forum: Not a bug
- Topic: Flamethrower aiming at targets outside range
- Replies: 10
- Views: 2860
Re: Flamethrower aiming at targets outside range
I agree. If a new spawner sets up at just the right range from your fixed defenses, this could potentially drain your entire oil supply. How is this considered acceptable behaviour? I probably wasnt considered so It isnt acceptable. Keep in mind this is a new build and corner cases like this are pr...
- Tue Jun 28, 2016 4:05 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 600307
Re: Accumulator / Solar panel ratio
I dont need to walk between them :D All built by robots Neither do I need to for building them. But when I need to go somewhere else, sometimes I'm to lazy to get a train and then I walk below them. Got a grid of those (20*10 or so) and its quite a long walk around that. I prefer a few paths trough...
- Tue Jun 28, 2016 4:02 pm
- Forum: Not a bug
- Topic: Flamethrower aiming at targets outside range
- Replies: 10
- Views: 2860
Re: Flamethrower aiming at targets outside range
Or only at non-stationary things (out of range)
A creeper wil eventually get hit or move away. Something stationary on the other hand
A creeper wil eventually get hit or move away. Something stationary on the other hand
- Mon Jun 27, 2016 9:42 am
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 600307
Re: Accumulator / Solar panel ratio
I wouldnt use that one at all. Those 4 accumulators are 1 tile wider wisth (I never now how to type witch -.-) means you cant walk between the grid. In my game I have this (first one of the post) coppied about 80-100 times. Walking between is a min requirement then
- Tue Jun 21, 2016 7:38 am
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 600307
Re: Accumulator / Solar panel ratio
That would take the fun away of all the calculating ^^steinio wrote:Why not simplificate the whole solar panel and accu system to 1:1 :p
And the search for a practial -perfectratio- set-up