Search found 478 matches

by keyboardhack
Sat Oct 04, 2014 11:16 pm
Forum: Technical Help
Topic: Factorio only uses 50% CPU
Replies: 10
Views: 13549

Re: Factorio only uses 50% CPU

I have the same problem. Factorio only uses 20% cpu but the fps occasionally drops to 30 for 10+ seconds.
I too have a very large map and a computer that should be able to handle Factorio with no problem.
by keyboardhack
Fri Oct 03, 2014 1:25 pm
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 216533

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

I wish i could watch the hydra dilemma, but i can't as i can't take watching all the fail that's constantly happening. Half of you don't even know how trains work... That said then i don't want the series to end. it would instead be nice if you would incorporate some improvements from this thread as...
by keyboardhack
Fri Oct 03, 2014 1:15 am
Forum: Show your Creations
Topic: Screenshots of Factories
Replies: 7
Views: 3953

Re: Screenshots of Factories

-root wrote:You're right, that should say "community's"
not sure if serious :?
by keyboardhack
Fri Oct 03, 2014 1:11 am
Forum: Resolved Problems and Bugs
Topic: [0.10.12] unknown control sequence alternative-build
Replies: 6
Views: 2576

Re: [0.10.12] unknown control sequence alternative-build

i have the exact same problem when i use the exe to install and run factorio.

a workaround for this is to download the zip of the game instead of the exe file and run it from there.
by keyboardhack
Mon Sep 29, 2014 12:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.12] Blueprint problems
Replies: 7
Views: 5938

Re: [0.10.12] Blueprint problems

Well the bug here isn't that wire and modules can't be placed with construction robots, but rather that factorio crashes when you place two blueprints with a wire in it on top of eachother. Should robots be able to place wires and modules? Yes ofc they should. I don't see any logical reason why they...
by keyboardhack
Sat Sep 27, 2014 1:35 am
Forum: Resolved Problems and Bugs
Topic: [0.10.12] Blueprint problems
Replies: 7
Views: 5938

[0.10.12] Blueprint problems

Bug Factorio crashes with a "facotio is not responding message". Happens every time you try to place a blueprint with a wire in it on top of the same blueprint. Steps to reproduce: - Make a blueprint with a wire in it. something like this will do: http://i.imgur.com/0GuC96j.png - Place th...
by keyboardhack
Wed Sep 17, 2014 5:25 am
Forum: Ideas and Suggestions
Topic: Trees and blueprints
Replies: 2
Views: 1254

Re: Trees and blueprints

The deconstruction tool only works within the roboports construction area, so you will have to manually remove forests if you want to place bigger blueprints than that. I don't think it should be necessary to remove the forest manually while you are building when drones are already capable of removi...
by keyboardhack
Wed Sep 17, 2014 1:17 am
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 39763

Re: lay repeating underground pipes like power lines

Making oil outposts is something i don't like to do in facotio due to the fact that you can't easily place them underground.
implementing this idea will make oil so much more fun to get.
by keyboardhack
Wed Sep 17, 2014 1:10 am
Forum: Implemented Suggestions
Topic: Transferable Blueprints
Replies: 2
Views: 1441

Re: Transferable Blueprints

Bump for a good idea.
This would make sharing blueprints a lot easier for everyone.
by keyboardhack
Wed Sep 17, 2014 1:05 am
Forum: Ideas and Suggestions
Topic: Trees and blueprints
Replies: 2
Views: 1254

Trees and blueprints

I often find i very annoying that i have to remove huge amounts of forests, before i can plop down some random large blueprint. As robots can already remove trees it would be very nice if you were allowed to place a blueprint on top of trees and that robots would automatically remove any trees that ...
by keyboardhack
Mon Sep 01, 2014 5:13 pm
Forum: Ideas and Suggestions
Topic: new splitter / slider idea
Replies: 6
Views: 3374

Re: new splitter / slider idea

I like this idea. Having splitters and belts just to use both halves of a belt on most setups is a bit silly.
by keyboardhack
Sun Aug 31, 2014 4:29 am
Forum: Gameplay Help
Topic: More trains vs. longer trains
Replies: 16
Views: 23419

Re: More trains vs. longer trains

This is how i see it: Long trains can be just as fast as short trains by adding a few more locomotives so the speed isn't a factor. Not everyone uses loops, so that isn't a factor. The fuel trains uses shouldn't be a problem for most people and a good train system should never be able to make trains...
by keyboardhack
Sun Aug 31, 2014 3:53 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 163933

Re: Count to 100

26 is the product of two primes (2 * 13)
by keyboardhack
Sun Aug 31, 2014 3:15 am
Forum: General discussion
Topic: Solar Panel layout
Replies: 8
Views: 45335

Re: Solar Panel layout

I prefer to keep my accumulators and solarpanels apart, so the below design only has solar panels. What makes this easy to expand and reproduce is the fact that it contain robot ports in the center which allows for easy and fast contruction of similair blueprints next to it. Everything you have to d...
by keyboardhack
Fri Aug 29, 2014 4:18 am
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 77479

Re: [MOD 0.10.2] Automatic Rail Laying Machine

What I like about this mod is that it automatically clears trees in it's path, while laying down rail. Makes laying rail down much easier than having to get out of the normal locomotive to clear the trees. What I don't so much like so much is controlling how or when it makes curves. My best advice ...
by keyboardhack
Sun Aug 24, 2014 10:15 pm
Forum: Multiplayer
Topic: Multiplayer
Replies: 12
Views: 14048

Re: Multiplayer

Count me in on an english speaking server as well. The game is awesome when i play it by my self so it can only explode with awesomeness when playing it with other people :D
by keyboardhack
Sun Aug 24, 2014 7:18 pm
Forum: Show your Creations
Topic: Robot Overload
Replies: 4
Views: 3868

Re: Robot Production

put the factorys like this saves you a lot of space. the furnance setup is nice. I usually go for the 3 belt setup but in the long run you save more space :) Very nice and very compact design with the factorys. Saves a lot of space and look good doing it. The reason i spaced out my factorys is that...
by keyboardhack
Sun Aug 24, 2014 12:07 am
Forum: Show your Creations
Topic: Robot Overload
Replies: 4
Views: 3868

Robot Overload

Thought i would share my way of using robots for everything. The factories work by limiting the output, by how much there is the in provider chest next to so it doesn't continiously produce items. Robots fly around and makes sure that every factory has what it needs and also exterminates any need fo...

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