A conflux of interest more like. I don't see the problem?NastyFlytrap wrote: βFri Aug 25, 2023 7:26 pm Isnt him being the creator of Space Exploration a conflict of interest? @Devs? Anyone?
Search found 56 matches
- Fri Aug 25, 2023 7:56 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99912
Re: Friday Facts #373 - Factorio: Space Age
- Wed Mar 13, 2019 1:04 am
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 114104
Re: pY Industry - Discussion
Hey, I found looking into it that tailings ponds cause ground sludge if they overfill.
Is there an in-game way to clean this up? If this was already answered I apologize.
Is there an in-game way to clean this up? If this was already answered I apologize.
- Mon Jun 01, 2015 1:01 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 100956
Re: Bug Reports
Not sure exactly what the problem is; downloaded latest treefarm lite and AC; try to launch factorio, and it's failing to open the zip files. Wouldn't open the AC zip, so I pulled that out of the mods file, then it told me it wouldn't open Lite, so I pulled that out and everything else opened fine. ...
- Sun Jul 06, 2014 12:35 am
- Forum: Ideas and Suggestions
- Topic: Keeping Settlers Happy (Fireworks, End Game)
- Replies: 8
- Views: 3782
Re: Keeping Settlers Happy (Fireworks, End Game)
In Tower Defense terms I guess those would be the Freezer-Turrets.
- Sun Jul 06, 2014 12:21 am
- Forum: Ideas and Suggestions
- Topic: Ability to draw on map
- Replies: 45
- Views: 14946
Re: Scribbling around on the map
A way for you to do this at the moment is to set down a Train Stop. You can give it a name, and it will show up on the map. It requires a bit of rail as well but you can label certain sections of the map this way. An example I just made to demonstrate what I mean: https://fbcdn-sphotos-b-a.akamaihd....
- Sun Jul 06, 2014 12:02 am
- Forum: Ideas and Suggestions
- Topic: Keeping Settlers Happy (Fireworks, End Game)
- Replies: 8
- Views: 3782
Re: Keeping Settlers Happy (Fireworks, End Game)
What a happy new world, where it is enough to make some firework to keep the people happy. :) :) When they start demanding more sophisticated forms of entertainment you can always build the Planetarium and hold Laser Shows ;) -- How about aesthetic objects too. Nothing says "Slay the Xenos Fil...
- Sat Jul 05, 2014 3:11 am
- Forum: Ideas and Suggestions
- Topic: Keeping Settlers Happy (Fireworks, End Game)
- Replies: 8
- Views: 3782
Keeping Settlers Happy (Fireworks, End Game)
Assuming there is going to be Settler Management eventually, aside from keeping them Fed and Unbitten, maybe you have to keep them entertained too. It just so happens to be Independence day in America and fireworks are a big party of celebrating the holiday (I don't and don't like to be around the f...
- Wed Jul 02, 2014 4:03 am
- Forum: General discussion
- Topic: Storage Chests...
- Replies: 4
- Views: 2647
Re: Storage Chests...
Guess you could always Brute Force it and just put down a requester Chest requesting lots of Wood, assuming you don't need that Wood anywhere else.
- Sun Jun 29, 2014 12:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Autosave Bad Allocation
- Replies: 11
- Views: 4339
Re: [0.10.0] Autosave Bad Allocation
Mine just corrupted as well. Guess I need to move to the newer updates.
- Sat Jun 14, 2014 2:48 am
- Forum: News
- Topic: Friday Facts #38
- Replies: 36
- Views: 29466
Re: Friday Facts #38
For Boilers and Stone/Iron Furnaces, I think that the ambient sound should be determined by what sort of fuel you are using; currently with the Stone Furnace, for example, it always sounds like crackling wood. It'd be nice if it sounded like that only if I was using wood as a fuel source.
- Sun Jun 08, 2014 1:52 am
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 51996
Re: Friday Facts #37
uh...crap <_< I have to do math but I'm sure it's pretty simple. --- 2 stacks of iron makes 1 stack of iron plates makes 1/3 stack of gears. So if you want 1 stack of gears you need 6 stacks of iron, 6->3 ->1 ---- EDIT: Err woops that's not right gears are 200 stacks, not 300...uhh... 2 Stacks of Ir...
- Sat Jun 07, 2014 11:35 pm
- Forum: General discussion
- Topic: wow that train nerf. (stack size changes)
- Replies: 17
- Views: 8748
Re: wow that train nerf. (stack size changes)
Simple fix would probably be Round (ceiling) rather than Round (floor) when reconfiguring the stacks to ^10, but idk the values of the stacks are relative so you'd still have a problem with cargo trains no matter how much they carry, because the problem is in relation to other methods of storage I g...
- Sat Jun 07, 2014 11:32 pm
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 51996
Re: Friday Facts #37
I think there would have been less complaints if they had rounded up :P, so 64 = 100 stack, 128 = 200 stack, 256 = 300 stack. You still get power of 10, plus buff instead of nerf :) But ah regarding pipes, simple fix with minimal editions would just have you make red and green pipes (which is like p...
- Sat Jun 07, 2014 6:11 am
- Forum: Ideas and Suggestions
- Topic: A fuel based jetpack
- Replies: 5
- Views: 3162
Re: A fuel based jetpack
One use I could see for it would be the same benefit Logistics/Construction bots have; they fly, and don't get blocked by buildings and walls. So if you had a jetpack, you could have the same benefit.
- Fri May 30, 2014 10:39 pm
- Forum: Implemented Suggestions
- Topic: Add a Planning Tool / construction planning
- Replies: 22
- Views: 15573
Re: Construction planning
Only downside to Ghost Building at the moment is that you have to have a building in your inventory in order to Ghost Build it...but then that kinda makes sense because how else would the game know what you wanted to Ghost Build.
- Wed May 28, 2014 2:33 pm
- Forum: Show your Creations
- Topic: Gimmicks Of Tomorrow: Radar Station
- Replies: 7
- Views: 20547
Re: Gimmicks Of Tomorrow: Radar Station
I think the tutorial from the Demo said that Biters really hate Radars, but that might have been just flavor text.
- Sun May 25, 2014 7:56 am
- Forum: Gameplay Help
- Topic: Stone on Peaceful
- Replies: 2
- Views: 1965
Stone on Peaceful
So usually a great deal of stone will be used in normal mode to generate tons of walls as the biters continue to wear them down over time. However, in Peaceful should I be making that many stone bricks (to my knowledge you only need a small amount for Electric Furnaces and Oil Refineries), or should...
- Sun May 25, 2014 7:35 am
- Forum: General discussion
- Topic: Do we need faster belts?
- Replies: 31
- Views: 17632
Re: Do we need faster belts?
I sometimes find I have to switch to a slower belt if I'm grabbing things off with an inserter; otherwise some of the slower inserters start getting jittery and won't be able to pick up anything as it moves past. A specific point is just coming off my smelting line - Which is long enough that I'm co...
- Sat May 24, 2014 7:01 am
- Forum: Ideas and Suggestions
- Topic: Ideas
- Replies: 4
- Views: 4485
Re: Ideas
Yeah usually you're only supposed to make a suggestion per thread I guess, but since you've already made them I'll give a quick once over. Mechanical: 1. This function is present in the Smart Inserter, which while not a belt, accomplishes the task you're thinking of and also has the drawback of extr...
- Sat May 24, 2014 6:48 am
- Forum: Ideas and Suggestions
- Topic: Fluid Flow Restrictors
- Replies: 4
- Views: 2414
Re: Fluid Flow Restrictors
A possible solution in the meantime: You could directly separate the output lines for the petroleum based on the desired ratios; it's not as completely malleable as the scenario you intend, and you're a bit limited until you get higher oil processing tech, but once you've got that you can have one c...