Search found 91 matches

by Krayt
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.
by Krayt
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 ...
by Krayt
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
by 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...
by Krayt
Mon Aug 17, 2015 9:36 pm
Forum: Ideas and Suggestions
Topic: Player Equipment
Replies: 6
Views: 2571

Re: Player Equipment

Boefjim wrote: [...]
That's why I said it might rather be called a portable species detector or something.
Probably it makes more sense to see it as a long range detector for alien life forms. That would explain higher costs.
by Krayt
Mon Aug 17, 2015 3:33 pm
Forum: Not a bug
Topic: [Website - minor] Euro sign(€) at wrong place.
Replies: 3
Views: 5282

Re: [Website - minor] Euro sign(€) 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...
by Krayt
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.
by Krayt
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...
by Krayt
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.
by Krayt
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...
by Krayt
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...
by Krayt
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.
by Krayt
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.
by Krayt
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.
by Krayt
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...
by Krayt
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?
by Krayt
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...
by Krayt
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...
by Krayt
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...
by Krayt
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...

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