Search found 91 matches
- Tue Aug 18, 2015 8:02 pm
- Forum: Releases
- Topic: Version 0.12.4
- Replies: 36
- Views: 50762
Re: Version 0.12.4
Then set your own challenges to accomplish.
- Tue Aug 18, 2015 12:24 pm
- Forum: Ideas and Suggestions
- Topic: Using the mechanics in a tycoon/business game context?
- Replies: 3
- Views: 1860
Re: Using the mechanics in a tycoon/business game context?
[...] Is it possible to make a mod using the game's mechanics and put it in another setting like let's say you are a farmer and can you focus on delivering x number of crops and processed products or you are working on a car or lumber industry and can you make a production line that is optimal and ...
- Tue Aug 18, 2015 9:44 am
- Forum: This Forum
- Topic: Where is ssilk?
- Replies: 15
- Views: 18368
Re: Where is ssilk?
Let's hope you get well soon and your condition stays fine.
"Gute Besserung!"
Kind regards,
Krayt
"Gute Besserung!"
Kind regards,
Krayt
- Mon Aug 17, 2015 9:45 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 116924
Re: [0.10.1] locale de
Ok, the following translations will now get approved: Burner inserter β Befeuerter Greifarm Inserter β Greifarm Long handed inserter β Langer Greifarm Fast inserter β Schneller Greifarm Smart inserter β Intelligenter Greifarm I always was against the "Knickarmroboter" because of the lengt...
- Mon Aug 17, 2015 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Player Equipment
- Replies: 6
- Views: 2571
Re: Player Equipment
Probably it makes more sense to see it as a long range detector for alien life forms. That would explain higher costs.Boefjim wrote: [...]
That's why I said it might rather be called a portable species detector or something.
- Mon Aug 17, 2015 3:33 pm
- Forum: Not a bug
- Topic: [Website - minor] Euro sign(β¬) at wrong place.
- Replies: 3
- Views: 5282
Re: [Website - minor] Euro sign(β¬) at wrong place.
You are right if you look at the way most companies sell there products. I think when the Euro sign is behind the price it is more like the way people talk: "This product costs 10 Euros." So I think it is not this important to change it and if you look at the website of Minecraft, there it...
- Mon Aug 17, 2015 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Memos for other player (or note to self)
- Replies: 10
- Views: 4832
Re: Memos for other player (or note to self)
Yeah that would be cool feature. Plus you could create a temporary blinking point on the map to show other players where to go next or something like that.
- Mon Aug 17, 2015 8:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Cannon Turret
- Replies: 17
- Views: 29243
Re: [0.12.X] Cannon Turret
The quote is from the topic for texture request: https://forums.factorio.com/forum/viewtopic.php?f=15&t=14825 That turret is great, but it cant fire over walls ... so as base defend its useless. Can you fix that? You should bring discussion over to the mod thread. But to answer your question, no...
- Sun Aug 16, 2015 7:07 pm
- Forum: Ideas and Suggestions
- Topic: Save window geometry upon exit / Remember window positions / Store window size/location between games
- Replies: 83
- Views: 22582
Re: Remember position of inventory menu
I only got to know about this after a few days of playing, when i dragged it by coincidence. But I am never really using it.
- Sun Aug 16, 2015 1:50 pm
- Forum: Ideas and Suggestions
- Topic: Damage Effects
- Replies: 12
- Views: 3723
Re: Damage Effects
Realistically, in 90%+ of all cases, damaged buildings will be automatically repaired by bots, so hardly anyone will see these effects past the early game. Seems like a lot of work for very little added value. May be, may not. As i said smoke effects would be not this hard to implement. And what is...
- Sun Aug 16, 2015 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Player Equipment
- Replies: 6
- Views: 2571
Re: Player Equipment
Yeah we were discussing which sorts of power tools and further tools to bridge the gap between ordinary tools and power tools could be implemented in the game. Please have a look at this topic: https://forums.factorio.com/forum/viewtopic.php?f=6&t=14886 So I think we could kind of merge this top...
- Sun Aug 16, 2015 1:36 pm
- Forum: Off topic
- Topic: Coincidence? I think not.
- Replies: 8
- Views: 15944
Re: Coincidence? I think not.
Some website layouts just have it. And it's a good marketing startegy in most cases to have the people associate other good games with this particular game.
- Sun Aug 16, 2015 1:31 pm
- Forum: General discussion
- Topic: Aliens attacking with no polution
- Replies: 13
- Views: 14979
Re: Aliens attacking with no polution
I don't know your map, but as spawners absorb pollution to evolve the spawners areas often are not marked red, when pressing ALT du to the absorbtion.
So this could be a reason, if you have enemy bases at the border of your polluted area.
So this could be a reason, if you have enemy bases at the border of your polluted area.
- Sat Aug 15, 2015 3:35 pm
- Forum: Ideas and Suggestions
- Topic: Damage Effects
- Replies: 12
- Views: 3723
Re: Damage Effects
The idea is good, but as John already said it is not top priority.
But I think certain buildings could emit smoke if damaged. And this smoke could be an additional source of pollution and attract more biters and so on.
But I think certain buildings could emit smoke if damaged. And this smoke could be an additional source of pollution and attract more biters and so on.
- Sat Aug 15, 2015 7:12 am
- Forum: Ideas and Suggestions
- Topic: Modular tools/power tool(s)
- Replies: 8
- Views: 3370
Re: Modular tools/power tool(s)
[...] I agree with the fuel consumption...but what would the incentive be to 'upgrade'? Faster mining speed? A mining tool that consumes fuel doesn't sound like the coolest thing in the world.(from a gameplay perspective. I like the idea as a concept) As I proposed a wider building and deconstructi...
- Sat Aug 15, 2015 7:04 am
- Forum: Gameplay Help
- Topic: Small indestructable rocks
- Replies: 12
- Views: 13853
Re: Small indestructable rocks
Did you try hovering over them and shooting them with a SMG and maybe armor-piercing rounds to speed up the process?
- Sat Aug 15, 2015 7:00 am
- Forum: Translations
- Topic: [0.11.22] locale de (several item names)
- Replies: 2
- Views: 10145
Re: [0.11.22] locale de (several item names)
Translations have moved to crowdin ( https://crowdin.com/project/factorio ), so you should make your suggestions there. That said, I've noticed that on crowdin many terms have only one translation which is already rated very high. Terms that have two or more translations usually have one very highl...
- Fri Aug 14, 2015 10:36 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belt Designs for ColonelWill
- Replies: 51
- Views: 39545
Re: 4-lane lossless corner for ColonelWill
. http://i.imgur.com/RYF8yxa.png . [...] I probably sound like a nube(and feel like one too, even though I have 70+ hours in the bag), but could you explain (or point me at a forum page that will) what those calculations are and how to calculate them? Thanks in advance. I am relatively new to the g...
- Fri Aug 14, 2015 10:29 pm
- Forum: Translations
- Topic: [0.11.22] locale de (several item names)
- Replies: 2
- Views: 10145
[0.11.22] locale de (several item names)
Hello, I went through all item names in the game (version 0.11.22) while having the german locale enabled for this purpose. In the following there is a list with all terms which are strange in my opinion as a German native speaker. I would be interested in what other people think about my suggestion...
- Fri Aug 14, 2015 9:30 pm
- Forum: Ideas and Suggestions
- Topic: Modular tools/power tool(s)
- Replies: 8
- Views: 3370
Re: Modular tools/power tool(s)
The idea of a progression from Laser to Plasma Drills is good. A progression like in XCOM: Enemy Unknown. There should be a difference between a mining drill powered by fuel and one powered by electricity. In the first you would have to insert some kind of fuel via right clicking, the latter would r...