Search found 34 matches
- Wed Mar 15, 2017 7:44 am
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 37990
Re: Friday Facts #181 - Calm before the storm
Guy ask for key to make a video on youtube or a press review Ok. Guy get the key Ok. Guy didn't do any video or any press review ... desactivate the key and kindly ask him to go f... himself. The problem with this method is cost versus time. The time it would take to do any system like this and che...
- Sat Mar 11, 2017 10:13 am
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 37990
Re: Friday Facts #181 - Calm before the storm
4. Possible Solutions. I'm pretty sure you can't sell or trade away games in your Steam library, so activate the product directly to the appropriate Steam user library. I'm guessing that Valve/Steam don't offer appropriate infrastructure for this, otherwise you would already do this. If you can't d...
- Sat Mar 11, 2017 12:53 am
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 37990
Re: Friday Facts #181 - Calm before the storm
I do not think my Youtube channel is big enough to request a steam Review key. Plus I would rather purchase a copy of Factorio because I love the game. What I would like to do is have access to the early release of 15.x so I could make a pre-release video on the new features. (my current channel onl...
- Fri Nov 18, 2016 7:58 am
- Forum: Balancing
- Topic: Wires should not be consumed
- Replies: 10
- Views: 4129
Re: Wires should not be consumed
I placed a load of wiring down. Added logistics systems to the poles.. Accidentally shift clicked a power pole. Now this gives me two options :- 1. Craft a wire. Leaving a single wire in my inventory after consumption (argh!!!) . or 2. Dig up the Power pole and quickly drop it down in the same exact...
- Sun Nov 13, 2016 11:43 pm
- Forum: Balancing
- Topic: Biter Mechanics and Rail/Powerlines
- Replies: 10
- Views: 7090
Re: Biter Mechanics and Rail/Powerlines
My personal Solution to the problem (other than redundant supplies.) is to find where the biters come from and place a couple of walls / laser turrets in their way. Admittedly Do not obstruct their path to the power pole. Just build a defence that lets them walk into the middle of two rows of turret...
- Sat Nov 12, 2016 6:44 pm
- Forum: Ideas and Suggestions
- Topic: Gate / wall and Logistics system
- Replies: 2
- Views: 1312
Re: Gate / wall and Logistics system
Oh... I had been playing with the idea. Trying to add the connections. I had not been able to get the logistics to connect. Just tried again and managed to connect to the side of the gate.
The connection area could do with extending to the entire length of the gate.
The connection area could do with extending to the entire length of the gate.
- Fri Nov 11, 2016 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Gate / wall and Logistics system
- Replies: 2
- Views: 1312
Gate / wall and Logistics system
I would like to suggest adding the Gate state to the logistics system, so that we can read if a gate has been triggered open / closed. My reason for asking for this is so that we could setup a Train network that has gates at the side where players cross. Essentially we put a signal in that reads the...
- Mon Nov 07, 2016 3:25 pm
- Forum: Balancing
- Topic: Biter Mechanics and Rail/Powerlines
- Replies: 10
- Views: 7090
Re: Biter Mechanics and Rail/Powerlines
The suggestion I would make is to not have a single point of failure in your power system, I always build a backup power supply and loop supply so one tower being destroyed will not disrupt power.
- Mon Nov 07, 2016 3:06 pm
- Forum: Ideas and Suggestions
- Topic: Maintainance for Solar Pannels
- Replies: 13
- Views: 5671
Re: Maintainance for Solar Pannels
Personally for me... Solar panel maintainance would be a pain in the rear. When I have built solar panels in game I have to build such a large field of them just to provide power on a basic level its silly. Then i have to over build for my factory to store enough power for overnight usage as well in...
- Tue Mar 01, 2016 10:43 am
- Forum: Won't fix.
- Topic: [0.10.9] print = game.player.print (crashes on call)
- Replies: 3
- Views: 8675
Re: [0.10.9] print = game.player.print (crashes on call)
I will also start that you defined a local variable that over-writes a global varible. while the global variable is used in the definition of the new local variable. print = game.player.print each "." represents a seperator for command names. so game , player and print are global variables...
- Tue Mar 01, 2016 10:31 am
- Forum: Not a bug
- Topic: [0.12.24] Technology Tree research available but should not.
- Replies: 1
- Views: 735
[0.12.24] Technology Tree research available but should not.
I believe i have reported this before... :) But. I can start a research for Advanced Oil Processing, which Requires Science pack 3. Science Pack 3 is locked behind Sulfur Processing and Battery research. Therefore Advanced Oil Processing should be locked behind Sulfur and battery research. But it is...
- Thu Feb 26, 2015 8:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [Gameplay][cube] OMG Fockin' trees.
- Replies: 13
- Views: 3981
Re: [0.11.16] [Gameplay] OMG Fockin' trees.
Nope, breaking isn't in the picture. There's something funny, either with approach angle or with some kind of tree. It happened to me many times, that speeding tank was stopped to 0km/h instantly by a tree that took 0 damage. That's really my main problem. As to the general way trees works now, som...
- Sat Feb 21, 2015 11:52 pm
- Forum: Ideas and Suggestions
- Topic: Splitting off one side of a belt
- Replies: 9
- Views: 9163
Re: Splitting off one side of a belt
I thought the Idea of Factorio was to find ingenius solutions to problems using machines in ways that they were both intended for and ways in which they might not have been inteded to be used... The underground belt solution is good thinking and using a game mechanic to good effect. Looking at a rea...
- Tue Feb 17, 2015 2:52 pm
- Forum: Implemented Suggestions
- Topic: Science and Tech tree order
- Replies: 2
- Views: 1523
Science and Tech tree order
I would like to suggest that all Science that requires the Science tech Pack 3 be made un-available untill you have researched "battery" tech. This is due to the fact that you can not produce the Tech 3 science untill you have battery tech. So I can currently queue advanced Oil Processing ...