Anyway we can see a map view of the world?
Search found 50 matches
- Sat Jun 22, 2019 1:06 am
- Forum: Minor issues
- Topic: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
- Replies: 9
- Views: 8076
Re: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
Anyway we can see a map view of the world?
- Mon Mar 04, 2019 11:20 pm
- Forum: General discussion
- Topic: [0.17.x]New worm exploit/strategy
- Replies: 13
- Views: 7110
Re: [0.17.x]New worm exploit/strategy
Muad'dib! Muad'dib!
- Wed Feb 27, 2019 7:39 pm
- Forum: Not a bug
- Topic: [0.17.x] Belt graphics doing funny things in small space (balancer)
- Replies: 4
- Views: 1803
Re: [0.17.x] Belt graphics doing funny things in small space (balancer)
I belive this is intended with the belts updated new look. now its more Conveyor overlap to show which side is loading where.
- Tue Feb 26, 2019 8:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
- Replies: 23
- Views: 13471
Re: [0.17.0] Picking up items from ground doesn't work
can confirm cannot pick items off ground. save and reload does not fix issue.
Edit: can confirm this doesn't work in multiple games. save load. anything to do with the "F" key was cleared and still wouldn't work.
Edit: can confirm this doesn't work in multiple games. save load. anything to do with the "F" key was cleared and still wouldn't work.
- Wed Feb 20, 2019 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Train connection bonus
- Replies: 10
- Views: 3879
Re: Train connection bonus
I think this is an interesting idea. And one way to make a huge train without using a pile of engines. But i think the bonus would have to be calculated by engine vs cargo. So a 2-4 would only barely be out run by a 5-10 so eventually you run into a point where you cannot get any bigger.
- Fri Feb 15, 2019 4:48 am
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 72049
Re: 0.17 Hype?
You guys are too optimistic. Late February, 2033
- Tue Jan 29, 2019 12:33 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 53229
Re: Did no one else notice massive nerf of tank in 0.17?
I just did a PLD mrkII build. Two fusion cores, night vision, two mrkII batts, five mrkII shields, ten PLDs.
I never got touched. Walk to biter nest, Slow and steady, and i never lost a single hitpoint of health.
Now my evolution is not to the point of mass behemoths yet. I get the very ...
I never got touched. Walk to biter nest, Slow and steady, and i never lost a single hitpoint of health.
Now my evolution is not to the point of mass behemoths yet. I get the very ...
- Thu Jan 24, 2019 6:52 pm
- Forum: General discussion
- Topic: Challenge - Win the game without moving...
- Replies: 10
- Views: 6497
Re: Challenge - Win the game without moving...
Someone did a challenge like this. I think it was called paraplegic something. He called it a nightmare.
- Thu Jan 24, 2019 3:37 pm
- Forum: General discussion
- Topic: Coal liquefaction energy efficiency
- Replies: 14
- Views: 14592
Re: Coal liquefaction energy efficiency
Liquifying coal is good, when you are low on oil, which is relativly common with the map generation now.
Especially midgame when you lack the capacity to do massive explorations to find more oil.
There is also plenty of coal on the map and liquyfying it is a good way to get rid of unwanted coal ...
- Thu Jan 24, 2019 2:41 pm
- Forum: Gameplay Help
- Topic: How do you calculate Pollution rates?
- Replies: 7
- Views: 3657
Re: How do you calculate Pollution rates?
[/quote]
Ok I get it now... :v
But it makes everything harder to be eco friendly.
I tried to be nice to the Biters but there seems to be not other option other than Efficiency module everything or kill them.
[/quote]
Even that won't help for long. Best to just up ammo everything as soon as possible ...
Ok I get it now... :v
But it makes everything harder to be eco friendly.
I tried to be nice to the Biters but there seems to be not other option other than Efficiency module everything or kill them.
[/quote]
Even that won't help for long. Best to just up ammo everything as soon as possible ...
- Fri Jan 11, 2019 2:31 pm
- Forum: Off topic
- Topic: How old are the players of Factorio
- Replies: 62
- Views: 76394
Re: How old are the players of Factorio
36 and still goin strong. Lol
- Fri Jan 11, 2019 1:09 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 53229
Re: Did no one else notice massive nerf of tank in 0.17?
I think a lot of it boils down to how the tank gets squishy in the late game vs the mrk II power armor.
What if we made the vehicle grid the end all of the tank?
We get something on the par of an oversized version of the mrk2 armor, say 16x20. Have an "early game" engine block (solid fuel burner ...
What if we made the vehicle grid the end all of the tank?
We get something on the par of an oversized version of the mrk2 armor, say 16x20. Have an "early game" engine block (solid fuel burner ...
- Fri Jan 04, 2019 6:50 pm
- Forum: Balancing
- Topic: All turrets should require circuits
- Replies: 12
- Views: 5948
Re: All turrets should require circuits
The only thing I think is, if going by this logic, all turrets would also need power. The purpose of the gun turret is to not use power, so it does not use electronic circuits.
we have magic eternal unpowered transport belts.... and your complaining about unpowered turrets?
I do agree with ...
- Fri Dec 21, 2018 2:00 am
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 56
- Views: 34134
Re: Electric boilers or furnaces
https://i.imgur.com/IYMfklu.gif
Yeah. I understand. *pats shoulder*
I thought it might be an idea to add electric boilers or make the electric furnaces able to input water to create steam for the steam engines. I realize there are solar power but its heavily nerfed and very ratio ...
- Fri Dec 14, 2018 2:57 pm
- Forum: Ideas and Suggestions
- Topic: When mining drills run out of expected resources, they should mark themselves for deletion
- Replies: 26
- Views: 12414
Re: When mining drills run out of expected resources, they should mark themselves for deletion
Why would your inventory get cluttered up by this? wouldn't it go to the storage chests of your outpost's roboport network?
I make very rarely bot networks at my mining outposts and never during endgame phase when there is hundreds of miners. But I see your idea. It is not big work to put ...
- Wed Dec 12, 2018 5:14 pm
- Forum: Ideas and Suggestions
- Topic: When mining drills run out of expected resources, they should mark themselves for deletion
- Replies: 26
- Views: 12414
Re: When mining drills run out of expected resources, they should mark themselves for deletion
Reading Amarula's post, I am reminded that there is at least one solid exception... automatic removal of uranium ore mining drills could break the sulfuric acid supply pipeline .
I believe that the mod does that specifically for uranium mines for that reason. That said, you can probably run a ...
- Wed Nov 28, 2018 12:29 pm
- Forum: Ideas and Suggestions
- Topic: Portable steam engine
- Replies: 11
- Views: 6022
Re: Portable steam engine
Plus pipes, a red circuit or five, some steel, and maybe a boiler.
- Tue Nov 27, 2018 12:34 pm
- Forum: Balancing
- Topic: Shotgun causes knockback
- Replies: 5
- Views: 3651
Re: Shotgun causes knockback
"TURBO BOOST!!!"ggrnd0 wrote: Tue Nov 27, 2018 10:37 am If shortgun will knockback biters.
Player also must has knockback effect.
So shortgun can be used to run faster XD
- Tue Oct 30, 2018 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Reloading weapons
- Replies: 3
- Views: 3749
Re: Reloading weapons
And optional for deathworld is a full couple of seconds.darkfrei wrote: Tue Oct 30, 2018 8:39 am +1
Just add another one preparing time "reload_time" to all ammo weapons, by default is 0.
- Fri Oct 26, 2018 4:51 am
- Forum: Gameplay Help
- Topic: Express train lanes?
- Replies: 29
- Views: 12402
Re: Express train lanes?
Off topic: I wonder. Could we get a signal that mimics the station penalty but not act as a signal? Or a way to force a chain signal or rail signal to do the same via the circuit network.
It sounds like it's possible to do in game.
As for designating a "fast lane" you could abuse chain signals ...
It sounds like it's possible to do in game.
As for designating a "fast lane" you could abuse chain signals ...