Search found 105 matches
- Mon Sep 16, 2019 1:45 pm
- Forum: General discussion
- Topic: Survey: How do YOU feel about FFF #309 opinions?
- Replies: 19
- Views: 4111
Re: Survey: How do YOU feel about FFF #309 opinions?
Among the few polls in general discussion to actually offer insight in what players actually think of dev ideas. I'd reword most of those options to get rid of negations. "DON'T WANT: Inserters should not chase items" = "WANT: Inserters should chase items" I made it this way so ...
- Wed Aug 28, 2019 12:52 am
- Forum: General discussion
- Topic: Survey: How do YOU feel about FFF #309 opinions?
- Replies: 19
- Views: 4111
Re: Survey: How do YOU feel about FFF #309 opinions?
I am quite surprised by the Poll Results. None over 15%? Really? I expected at least one of the ~10 to be over 50% or at least close to it. I actually question the validity of the poll results now. Actually the percentages and visual representation of votes is horrible. The results are visualy and ...
- Sun Aug 25, 2019 10:06 am
- Forum: General discussion
- Topic: Survey: How do YOU feel about FFF #309 opinions?
- Replies: 19
- Views: 4111
Re: Survey: How do YOU feel about FFF #309 opinions?
I would like options Yes/No/I don't care.
But I think this is good enough :/
But I think this is good enough :/
- Sun Aug 25, 2019 10:02 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 65573
- Sun Aug 25, 2019 9:59 am
- Forum: General discussion
- Topic: Survey: How do YOU feel about FFF #309 opinions?
- Replies: 19
- Views: 4111
Survey: How do YOU feel about FFF #309 opinions?
Hello there, I wanted to make a survey to see what the player base thinks. Just make it was the quickest option. Read #FFF 309 so there we go: Actually, I cannot make a poll, I do not have the permission on factorio forums, so I created an account to make this one: The Poll EDIT: I don't know whethe...
- Fri Jul 26, 2019 3:57 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 158738
Re: Friday Facts #305 - The Oil Changes
To make it a bit more realistic, shouldn't the advanced oil processing consume more energy and time to produce than the basic? The basic (takes 5s): 100 crude -> 45 PG The advanced (takes 5s): 100 crude + 50 water -> 55 PG + 45 LO + 25 HO Apart from the "free" resource which is water, you ...
- Mon Jun 17, 2019 10:03 pm
- Forum: Resolved Problems and Bugs
- Topic: God mod after biters attack first base [0.17.48]
- Replies: 2
- Views: 511
Re: God mod after biters attack first base [0.17.48]
I am sorry but where was it fixed?
I didn't notice it in 0.17.49 or 0.17.50 changelog.
I didn't notice it in 0.17.49 or 0.17.50 changelog.
- Tue Jun 11, 2019 9:06 pm
- Forum: Not a bug
- Topic: script-output folder where is it? [0.17.48]
- Replies: 3
- Views: 634
Re: script-output folder where is it? [0.17.48]
Oh, Windows finally finished the search of the entire harddrive.
C:\Users\[Username]\AppData\Roaming\Factorio\script-output\
C:\Users\[Username]\AppData\Roaming\Factorio\script-output\
- Tue Jun 11, 2019 8:58 pm
- Forum: Not a bug
- Topic: script-output folder where is it? [0.17.48]
- Replies: 3
- Views: 634
script-output folder where is it? [0.17.48]
Quick search not yet yielding any results. You are making it hard for us to find and send those pics!
- Tue Jun 11, 2019 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: God mod after biters attack first base [0.17.48]
- Replies: 2
- Views: 511
God mod after biters attack first base [0.17.48]
They said camping is amazing so I gave it a go. After about 37minutes I was escaping with Compilatron. The shoot on the biters began, the character (player) wasn't there. I always stood at the cliff. The only bit of the rightmost chunk. That seemed to be the problem. When I stayed back from the dead...
- Fri Mar 08, 2019 2:58 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 20634
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
What an honour would it be to develop Factorio! Unfortunately, I know next to nothing about macOS and my developer days are yet to come, after a few more years of university...
- Fri Jan 25, 2019 10:36 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 47434
Re: Friday Facts #279 - Train GUI & Modern Spitter
I hope that flamethrower turrets will get this prediction algorithm too. As I see the logic is basically the same, a stream of [acid / flammable oil] is shot in "mortar style" (to a position rather than at an object) and a pool of [acid / burning oil] remains at that position. It just has ...
- Sat Jan 05, 2019 12:41 am
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 12064
Re: 0.17 Unit & AI additions
I think a link is not supposed to be here as I believe that this is for 0.17, which hasn't been released yet.
- Fri Sep 28, 2018 6:49 pm
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 12064
Re: 0.17 Unit & AI additions
Is it possible to make an autonomous EV car mod?
An AEV that you will just request to drive you to desired destination and it will drive you there, either on concrete floor or possibly avoiding buildings and trees.
An AEV that you will just request to drive you to desired destination and it will drive you there, either on concrete floor or possibly avoiding buildings and trees.
- Sun Aug 26, 2018 6:28 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 33756
Re: Friday Facts #257 - NPE/Campaign update
Shalow water could be in free play. It could be filled in by 1 landfill and current deep water could turn into shalow water or just require more landfill to fill up. Aditionaly, for balance reasons, cost of landfil would be adjusted to make filling cost the same. Maybe I will make this into suggesti...
- Sun Aug 26, 2018 6:26 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 33756
Re: Friday Facts #257 - NPE/Campaign update
I heard prises to you thanks to the importance of parts in this game which has more depth now with all the 0.16 rocket ingredients to have a reasonable usage outside of rocket silo.
Very well done, cannot wait for 0.17 and yet another 50h playthrougth
Very well done, cannot wait for 0.17 and yet another 50h playthrougth

- Fri Aug 10, 2018 3:10 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 34383
Re: Friday Facts #255 - Construction tools
The news always makes me want to play the game with the changes, so every Friday is like a teaser for the next Factorio release. I agree with every change mentioned here mainly including the rethought since last FFF. That is, the research queue, and Q while holding blueprint. Cannot wait to use 0.17...
- Thu Apr 12, 2018 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.36] Machine with two sources shows insuficient energy
- Replies: 1
- Views: 709
[kovarex] [0.16.36] Machine with two sources shows insuficient energy
Hello, When I hover over this (see picture) beacon that is connected to two electric networks (one sufficient one without power) it shows insufficient energy but there is plenty of electricity. It fixes itself when I reconect it/ do something with it. It woon't disapear by it self. See attached save...
- Thu Mar 01, 2018 5:46 pm
- Forum: Ideas and Suggestions
- Topic: Picked up product would be added to the crafting queue
- Replies: 19
- Views: 4605
Re: Picked up product would be added to the crafting queue
I see one problem. When you pick up EC, and you get the items back, your inventory might overflow { you could get two items (Fe plate and Cu wire) while there could be only one place in your inventory } That means that it would say you have full inventory (Cannot pick up one item EC, because {} ) o...
- Fri Jan 19, 2018 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Combined ore patches
- Replies: 10
- Views: 2652
Re: Combined ore patches
Using on_chunk_generated it should be trivial to spawn two ores in one tile, though that would probably look a bit strange graphically. You can achieve a better look by using layered graphics (requires no new sprites, just code) and custom ores that have two (or more) outputs. Here's what copper/ir...