Search found 53 matches
- Fri Nov 06, 2015 9:24 pm
- Forum: News
- Topic: Friday Facts #111 - Long term plans
- Replies: 93
- Views: 68639
Re: Friday Facts #111 - Long term plans
At first I thought "damn the space-platform gone". Though on second thought, it's not bad if they are considering to add a lot to the game itself. So yes if that's something far down the line, why not after release. But please don't consider the game sold and finished when released. It's n...
- Tue Oct 06, 2015 10:24 am
- Forum: News
- Topic: Friday Facts #106 - Brain satisfaction tool
- Replies: 41
- Views: 44365
Re: Friday Facts #106 - Brain satisfaction tool
Drury wrote:I'm curious how are the plans on burrowing biters that can only be stopped by paving your factory.
I would like to know too.
Are the devs having plans or thinking about introducing any of these suggestions?
- Sat Oct 03, 2015 12:32 pm
- Forum: News
- Topic: Friday Facts #106 - Brain satisfaction tool
- Replies: 41
- Views: 44365
Re: Friday Facts #106 - Brain satisfaction tool
To increase the eei I would like to suggest more altererations in the terrain generator, so it can produce a more subtle change of climate (now its feels like either dessert, water or dense vegetation) so it feels more rewarding to "leave the nest" and explore, maybe add some 'real' rocks ...
- Tue Aug 25, 2015 12:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4][slpwnd]Pauzed SP game. moving player
- Replies: 1
- Views: 2697
[0.12.4][slpwnd]Pauzed SP game. moving player
Not a serious bug,
I pauzed my single player game(shift+space) and pressed different move keys (wsad) and noticed that the animation of the player changed. The animation corresponded to the keys. The player didnt _move_ but animation changed on key-change.
I pauzed my single player game(shift+space) and pressed different move keys (wsad) and noticed that the animation of the player changed. The animation corresponded to the keys. The player didnt _move_ but animation changed on key-change.
- Sat Aug 22, 2015 11:33 am
- Forum: Show your Creations
- Topic: SP Replay Factorio 0.12.4 full automated research in 6 hours
- Replies: 14
- Views: 17290
Re: SP Replay Factorio 0.12.4 full automated research in 6 hours
For a speedrun you don't want to spend time bringing in resources if you could have had them from the start The challenge in a speedrun is being fast at doing it not solving resource shortages. Good point, though it also feels like that's cheating for an official speedrun. If I look at various game...
- Sat Aug 22, 2015 11:21 am
- Forum: Show your Creations
- Topic: So how bad could it be...
- Replies: 6
- Views: 14781
Re: So how bad could it be...
Seems like some biters are trying top left of his base. I see one red dot in the sea, 3rd pictureAckos wrote:I think the biters need a navy.
- Fri Aug 21, 2015 9:11 pm
- Forum: Show your Creations
- Topic: SP Replay Factorio 0.12.4 full automated research in 6 hours
- Replies: 14
- Views: 17290
Re: SP Replay Factorio 0.12.4 full automated research in 6 hours
In 4 hours? Sounds incredibly fast for the whole rocket thing. I would like to see that before I believe that. First thing I think about: They probably played on peacefull or altered some map-generator-settings? The speedrun is here: https://forums.factorio.com/forum/viewtopic.php?f=5&t=8137&am...
- Fri Aug 21, 2015 8:25 pm
- Forum: News
- Topic: Friday Facts #100 - So old
- Replies: 59
- Views: 48612
Re: FFF #100 - So old
Wait, 100 somethings, that should mean there's something to celebrate. A celebration always comes with cake. Where is the it!?
- Thu Aug 20, 2015 10:55 am
- Forum: Show your Creations
- Topic: SP Replay Factorio 0.12.4 full automated research in 6 hours
- Replies: 14
- Views: 17290
Re: SP Replay Factorio 0.12.4 full automated research in 6 hours
What I would like to point out is that we need identical or at least similar settings to start with or there's nothing to compare. Don't you think that too?
- Thu Aug 20, 2015 10:39 am
- Forum: Show your Creations
- Topic: SP Replay Factorio 0.12.4 full automated research in 6 hours
- Replies: 14
- Views: 17290
Re: SP Replay Factorio 0.12.4 full automated research in 6 hours
In 4 hours? Sounds incredibly fast for the whole rocket thing. I would like to see that before I believe that. First thing I think about: They probably played on peacefull or altered some map-generator-settings? well it was closer to 5 hours: https://www.reddit.com/r/factorio/comments/3h6kjc/speedr...
- Thu Aug 20, 2015 8:43 am
- Forum: Show your Creations
- Topic: SP Replay Factorio 0.12.4 full automated research in 6 hours
- Replies: 14
- Views: 17290
Re: SP Replay Factorio 0.12.4 full automated research in 6 hours
In 4 hours? Sounds incredibly fast for the whole rocket thing. I would like to see that before I believe that. First thing I think about: They probably played on peacefull or altered some map-generator-settings?
- Wed Aug 19, 2015 11:17 pm
- Forum: Show your Creations
- Topic: SP Replay Factorio 0.12.4 full automated research in 6 hours
- Replies: 14
- Views: 17290
Re: SP Replay Factorio 0.12.4 full automated research in 6 hours
So what do you think about it? What time do you take for this? I know some things can be done better in this replay i've made
- Wed Aug 19, 2015 11:13 pm
- Forum: Show your Creations
- Topic: SP Replay Factorio 0.12.4 full automated research in 6 hours
- Replies: 14
- Views: 17290
SP Replay Factorio 0.12.4 full automated research in 6 hours
I regularly play factorio again, love the random. Faster, better strategies. I wondered if something like 'speed runs' could be a thing here for some people. It's an interesting challenge to improve yourself. Factorio version 0.12.4 needed to replay this file V12.4_Replay.zip copy the file to "...
- Sun Aug 16, 2015 2:36 pm
- Forum: News
- Topic: Friday Facts #99 - MP forwarding
- Replies: 43
- Views: 39311
Re: Friday Facts #99 - MP forwarding
Hi, This is my 1st post on the forum :) I'm a math teacher in France, in a private high school, so we have more flexibility regarding the programs, i'm already using factorio for teaching purposes! We used various programs as an introduction to programming, logic/optimization thinking but since Jan...
- Fri Aug 14, 2015 10:14 pm
- Forum: News
- Topic: Friday Facts #99 - MP forwarding
- Replies: 43
- Views: 39311
Re: Friday Facts #99 - MP forwarding
On the heat side of things, there is this new invention, only been around a couple of year .... air conditioning. Or is every home / office having A/C a US thing? As far as I know the habits of europeans, we are all getting A/C in our new cars everywhere, but as for A/C at every home is only for th...
- Fri Aug 14, 2015 10:01 pm
- Forum: News
- Topic: Friday Facts #99 - MP forwarding
- Replies: 43
- Views: 39311
Re: Friday Facts #99 - MP forwarding
I definitely support the motion of using factorio in/for educational purposes. A fun way to get the mind running and trained in logic and teamwork. Maybe you could add a math problems behind the research. Or a story that needs calculations to unlock doors, stabilize machines to open a path. I liked ...
- Mon Jul 06, 2015 12:01 am
- Forum: Mods
- Topic: [MOD 0.11.x] ThunderGui - v0.2.3
- Replies: 30
- Views: 33122
Re: [MOD 0.11.x] ThunderGui - v0.2.3
Sorry, but no.SammyTheBEAST wrote:Can you add an option in the settings to switch from time played to ingame time?
I don't have much time to do any kind of updates/changes to this mod.
If anyone wants to, feel free to do so.
- Fri Jun 05, 2015 5:22 pm
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 63479
Re: Friday Facts #89 Timetables
Nice work!
Looking forward to the new rail-signalising system, v0.12 is going to be a hit.
I bet you'll be able to see it in the sales, rocketing towards a humongous amount of sold copies when it's released on steam.
I'm glad to hear that this summer wont be a rushed v1.0 deadline. Phew
Looking forward to the new rail-signalising system, v0.12 is going to be a hit.
I bet you'll be able to see it in the sales, rocketing towards a humongous amount of sold copies when it's released on steam.
I'm glad to hear that this summer wont be a rushed v1.0 deadline. Phew
- Sat May 23, 2015 11:10 am
- Forum: Mods
- Topic: [MOD 0.11.x] ThunderGui - v0.2.3
- Replies: 30
- Views: 33122
Re: [MOD 0.11.x] ThunderGui - v0.2.3
Use this:TheSAguy wrote:Is there anyway you or someone who know how could create a small plug-in that will show the current Evolution factor?
It would be cool to see that little number at the top.
- Sat May 02, 2015 11:14 am
- Forum: Mods
- Topic: [MOD 0.11.x] ThunderGui - v0.2.3
- Replies: 30
- Views: 33122
Re: [MOD 0.11.x] ThunderGui - v0.2.3
Thanks darkshadow1809!
I've been busy irl. But the mod is still progressing, adding locales aka translations.
I'll probably do an update this month, not sure.
But it'll NEED the latest factorio v0.11.22 update. (brings an important fix for translations in mods)
I've been busy irl. But the mod is still progressing, adding locales aka translations.
I'll probably do an update this month, not sure.
But it'll NEED the latest factorio v0.11.22 update. (brings an important fix for translations in mods)