Search found 81 matches
- Mon Apr 27, 2020 11:03 pm
- Forum: Gameplay Help
- Topic: i'm looking to compare Pumpjack Pollution.
- Replies: 2
- Views: 1347
Re: i'm looking to compare Pumpjack Pollution.
good to know that /Tick is legacy. i could maybe try punching numbers in and seeing if i can find numbers that would seem to about match up, though reading Pollution in game has some margin for error so i'm not sure how confident i'd be in that route. though, if previously it was /second/Watt, i mig...
- Fri Apr 24, 2020 7:59 pm
- Forum: Gameplay Help
- Topic: i'm looking to compare Pumpjack Pollution.
- Replies: 2
- Views: 1347
i'm looking to compare Pumpjack Pollution.
right to the point - i'm trying to compare the Pollution rates of an alternative Pumpjack via a Mod and the vanilla. for the Mod i can just easily read the Script, though Pollution rates in the Script aren't the same as they appear in the game for other Entities. https://i.imgur.com/xymW8Tz.png okay...
- Tue Sep 26, 2017 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Favorite/Bookmark Mods on official Modsite.
- Replies: 0
- Views: 872
Favorite/Bookmark Mods on official Modsite.
tried quickly searching a bit but didn't get any hits related to this. and... this seems like the best place for this? it's almost a sort of 'other' category. anyways a pretty strong feature to have - the ability to 'save' Mods on the Modsite so that you can find their page on the site easily later,...
- Wed Aug 03, 2016 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 44228
Re: Fluid Processing Poll for input sides
being able to reverse the orders (so still can't mix but which order doesn't matter - Light Oil would be fixed though since it's the middle) is practical, yes. the random nature of the ground can definitely make for some very strange looking pipe minefields if you must put your Refinery and Et Ceter...
- Sun Jul 31, 2016 8:18 am
- Forum: General discussion
- Topic: Disabling achievement in multiplayer
- Replies: 2
- Views: 1652
Re: Disabling achievement in multiplayer
separate for Single/Multi can't hurt, i guess.
- Fri Jul 29, 2016 1:19 am
- Forum: General discussion
- Topic: When the forest is your best friend
- Replies: 6
- Views: 3454
Re: When the forest is your best friend
*quietly starts planting trees around every base*
nature, i finally have a use for you.
nature, i finally have a use for you.
- Sat Jul 16, 2016 6:16 am
- Forum: Gameplay Help
- Topic: I can´t go though the tunnel!!!
- Replies: 7
- Views: 3957
Re: I can´t go though the tunnel!!!
it could, but it would only work one waysaturn7 wrote:But obviously the quantum compression trick the belts (and chests etc.) use doesn't work with living objects.
- Fri Jul 15, 2016 6:25 pm
- Forum: Gameplay Help
- Topic: I can´t go though the tunnel!!!
- Replies: 7
- Views: 3957
Re: I can´t go though the tunnel!!!
that isn't really something to fix. it's a Belt, it's not for transporting people, it's for transporting small manufactured goods like gears and plates of Metal.
- Fri Jul 15, 2016 6:24 pm
- Forum: General discussion
- Topic: Is loop based train design totally broken?
- Replies: 21
- Views: 25717
Re: Is loop based train design totally broken?
it sounds like your stations are on your main rails of travel? don't do that. Stations should always be off of the main paths of travel. one way loops with appropriately placed turning points is the 'correct' way to use Trains though, so it definitely works. The correct way to do single-engine train...
- Thu Jul 14, 2016 5:13 am
- Forum: General discussion
- Topic: Is bitter pathing always been so broken when aggroing tons?
- Replies: 10
- Views: 4564
Re: Is bitter pathing always been so broken when aggroing tons?
i see... 'train' isn't a Verb so therefore the confusion.
- Wed Jul 13, 2016 7:18 am
- Forum: General discussion
- Topic: Is bitter pathing always been so broken when aggroing tons?
- Replies: 10
- Views: 4564
Re: Is bitter pathing always been so broken when aggroing tons?
'training' ? sounds like a Mod. if you're using a Mod to do things you can't normally (like make Enemies into pets), then it's 50/50 at best of fault to the game and the Mod. Factorio can't really adjust it's programming to fix bugs or problems that only occur with Mods. as that's a potentially infi...
- Sat Jul 09, 2016 8:17 am
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 23465
Re: Best way to defend
the mention of the Pollution overlay is good to note - you can see what Bugs are likely to attack based on if it's generating Pollution. Bugs basically chase Pollution (in the simplest form), so any location that is going to generate enough Pollution to piss off some Bug Hives, will spur retalliatio...
- Wed Jul 06, 2016 7:39 pm
- Forum: General discussion
- Topic: Is this a terror game?
- Replies: 14
- Views: 7076
Re: Is this a terror game?
Factorio is scary? it's a game about building machinery, and that's it.
>.>
>.>
- Sat Jul 02, 2016 8:14 pm
- Forum: General discussion
- Topic: THAT MOD Should be in the base game…
- Replies: 17
- Views: 6944
Re: THAT MOD Should be in the base game…
voting makes sense, not as a final say on what to do, but to see opinions. if............. voting also requires an explanation of why someone votes that way. because without an explanation it means basically nothing. out of the Mods i've been using recently, these seem like 'first party' type of thi...
- Sat Jul 02, 2016 7:31 pm
- Forum: General discussion
- Topic: new concrete graphic?
- Replies: 13
- Views: 7821
Re: new concrete graphic?
that looks almost Factorio, just need to 'dirty' up the appearance of it a bit, just like how the current Concrete has varying scratches, stains, and Et Cetera on it.
- Wed Jun 29, 2016 9:43 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 21680
Re: Game FPS at End game
i'll just reiterate that 'not using 100% of my CPU' is not how computers work.
if it's bogging down, that means it's reached the limits of your Processor since Factorio is entirely CPU bound on not potato computers.
if you want more information i already explained it earlier.
if it's bogging down, that means it's reached the limits of your Processor since Factorio is entirely CPU bound on not potato computers.
if you want more information i already explained it earlier.
- Sat Jun 25, 2016 4:04 am
- Forum: General discussion
- Topic: Possability of a GOG release?
- Replies: 16
- Views: 8743
Re: Possability of a GOG release?
yes. if volume is high.patmo98 wrote:Are you agreeing that GOG would probably charge Wube Software for keys?
- Fri Jun 24, 2016 2:52 pm
- Forum: General discussion
- Topic: New game in the middle of a copper Australia
- Replies: 9
- Views: 4449
Re: New game in the middle of a copper Australia
accelerated future Australia - see that ALL of the trees are dead?Ghoulish wrote:Clearly not Aussie-land, as there isn't any wildlife trying to kill you, like drop bears.
:p
- Fri Jun 24, 2016 2:48 pm
- Forum: General discussion
- Topic: Possability of a GOG release?
- Replies: 16
- Views: 8743
Re: Possability of a GOG release?
certainly, not something unlikely to happen.patmo98 wrote:business costs
- Wed Jun 22, 2016 5:59 am
- Forum: General discussion
- Topic: Possability of a GOG release?
- Replies: 16
- Views: 8743
Re: Possability of a GOG release?
Keys do cost developers money after all. actually, this is one of the biggest beauties of Digital Products - it's technically worth nothing at all. the Key itself, is technically worthless. Companies which for example, give Keys to Youtubers or whatnot for publicity - are literally getting free Adv...