Hi everyone,
Iβm looking for someone passionate about Factorio and full of fresh ideas to take over and put the domain FactorioForum.com to good use. I'm offering the domain, free hosting, and some help/guidance to get your idea off the ground β totally free through August.
This is a great ...
Search found 84 matches
- Wed May 21, 2025 6:17 pm
- Forum: General discussion
- Topic: FactorioForum.com + Free Hosting β What Will You Build?
- Replies: 0
- Views: 398
- Wed May 21, 2025 5:39 pm
- Forum: This Forum
- Topic: Any Interest In FactorioForum.com?
- Replies: 4
- Views: 730
Re: Any Interest In FactorioForum.com?
Thanks. I greatly appreciate your taking the time to consider and respond.
- Fri May 02, 2025 5:08 pm
- Forum: This Forum
- Topic: Any Interest In FactorioForum.com?
- Replies: 4
- Views: 730
Re: Any Interest In FactorioForum.com?
to the exclusion of any useful purpose
I'm not sure where you got that idea from. I already said my original intention was to build a forum related to the game. Minecraft forums and wiki are both on separate, community-maintained sites, for example.
I'm trying to put the domain to a useful ...
I'm not sure where you got that idea from. I already said my original intention was to build a forum related to the game. Minecraft forums and wiki are both on separate, community-maintained sites, for example.
I'm trying to put the domain to a useful ...
- Fri May 02, 2025 12:11 am
- Forum: This Forum
- Topic: Any Interest In FactorioForum.com?
- Replies: 4
- Views: 730
Any Interest In FactorioForum.com?
I registered the domain factorioforum.com back in 2013 when the game was fairly new. I played Factorio quite a bit back then and had planned to start up a forum related to the game. I haven't had the chance to do anything with the domain yet, and I didn't realize this main forum would still be ...
- Sun Oct 25, 2015 12:42 am
- Forum: Multiplayer
- Topic: Looking for peoples :3
- Replies: 6
- Views: 11638
Re: Looking for peoples :3
Definitely interested. I'm really quite good at single player. How do I join your multiplayer?
- Sat Jan 18, 2014 1:20 am
- Forum: Implemented Suggestions
- Topic: Doors and Gates
- Replies: 19
- Views: 11340
Re: gate
The simplest way would be to have a building which is not solid to the player, or cars, but solid to enemies. It builds a forcefield, which disappears when collided with.
- Sat Jan 18, 2014 1:17 am
- Forum: Ideas and Suggestions
- Topic: bridges, boats, oceans, depleting water
- Replies: 9
- Views: 9669
Re: bridges, boats, oceans, depleting water
I think basic bridges are really simple. They just change the water into a square of brick, which is now passable. You just build them from stone bricks and place them.
Boats could be cars that can only go on water. And it would be cool if there was a hybrid vehicle that could go on both water and ...
Boats could be cars that can only go on water. And it would be cool if there was a hybrid vehicle that could go on both water and ...
- Sat Jan 18, 2014 12:58 am
- Forum: Ideas and Suggestions
- Topic: Bot interface?
- Replies: 9
- Views: 5131
Re: Bot interface?
With the belt example, there are a few simple solutions:
1) Damaged items are simply rebuilt as they were by default.
2) Belts are allocated to certain resources (one for each side). The AI knows that it needs a coal belt connection from the coal mining to the boilers. It compares prototypes for ...
1) Damaged items are simply rebuilt as they were by default.
2) Belts are allocated to certain resources (one for each side). The AI knows that it needs a coal belt connection from the coal mining to the boilers. It compares prototypes for ...
- Sat Jan 18, 2014 12:52 am
- Forum: Ideas and Suggestions
- Topic: storehouse/warehouse
- Replies: 16
- Views: 10916
Re: storehouse/warehouse
I think the easiest and simplest way is to allow a 2x2 storage facility, which is crafted from 5 steel chests + 5 steel and stores 5 steel chests worth of items.
Things go to and from it with inserters.
Things go to and from it with inserters.
- Wed Nov 20, 2013 4:49 pm
- Forum: Gameplay Help
- Topic: Build Time Confusion?
- Replies: 2
- Views: 5160
Build Time Confusion?
The build time/process time is important to know how many of each machine I need in a process step to create an optimal machine.
A productivity module 1, for example, says 'Time: 30' above the circuits and advanced circuits required. It also has a raw material time icon with 107.5. Neither of these ...
A productivity module 1, for example, says 'Time: 30' above the circuits and advanced circuits required. It also has a raw material time icon with 107.5. Neither of these ...
- Tue Nov 19, 2013 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Improved Editor Implementation Suggestion
- Replies: 1
- Views: 2601
Improved Editor Implementation Suggestion
On the last Friday Facts, it was stated that it was unknown how chests would be improved.
I think it would be good to reuse the logistic robot interface, both for consistency, and because it would save development time.
To give an example, you would click on a chest and a screen would pop up with ...
I think it would be good to reuse the logistic robot interface, both for consistency, and because it would save development time.
To give an example, you would click on a chest and a screen would pop up with ...
- Mon Oct 21, 2013 3:21 am
- Forum: Not a bug
- Topic: [0.7.2] Ctrl To Insert Feature Weirdness
- Replies: 2
- Views: 3918
[0.7.2] Ctrl To Insert Feature Weirdness
So I lately found this really handy secret feature which you can use to quickly fill up chests, ovens, etc...
If you put a resource (like an ore) in the quickbar (which you have to do manually, Ctrl wont work for that), then switch to that item and hold Ctrl, it inserts into whatever you click on ...
If you put a resource (like an ore) in the quickbar (which you have to do manually, Ctrl wont work for that), then switch to that item and hold Ctrl, it inserts into whatever you click on ...
- Sun Oct 20, 2013 11:46 pm
- Forum: Resolved Problems and Bugs
- Topic: Ores Not Appearing On MiniMap?
- Replies: 2
- Views: 2004
- Sun Oct 20, 2013 11:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.2] Random Items In Requester Chests
- Replies: 4
- Views: 2864
[0.7.2] Random Items In Requester Chests
I have noticed in a few places that random items have been deposited in some of the requester chests.
It's always a multiple of 4, and usually a very small number. They're all items that I have at one point requested. My theory is that when logistic robots have no requests for the item they are ...
It's always a multiple of 4, and usually a very small number. They're all items that I have at one point requested. My theory is that when logistic robots have no requests for the item they are ...
- Sun Oct 20, 2013 11:20 pm
- Forum: Ideas and Suggestions
- Topic: Scarcity Of Iron
- Replies: 12
- Views: 11325
Re: Scarcity Of Iron
Can you make iron ore spawn overtop of other ores? ie Change the order when the map generates new areas. There's probably a way to do this without rendering current maps obsolete.
It really decreases the amount of iron relative to other ores, especially when I increase the ore's frequencies, as I ...
It really decreases the amount of iron relative to other ores, especially when I increase the ore's frequencies, as I ...
- Sun Oct 20, 2013 8:40 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Collision Box On Items
- Replies: 7
- Views: 5803
Re: Reduce Collision Box On Items
I think you summed up quite nicely some of the other reasons for more spread out factories, including being able to drive around and leaving space for railway lines later. The main reason I like to have a spread out factory is so that I have space to expand sections and add additional conveyer lines ...
- Sat Oct 19, 2013 12:12 pm
- Forum: Implemented Suggestions
- Topic: Power Suit
- Replies: 1
- Views: 2629
Power Suit
I have an idea for a suit that allows you to move faster. It simply increases the walking speed, so you can get around faster in tight spaces and with the same control of walking.
- Sat Oct 19, 2013 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Collision Box On Items
- Replies: 7
- Views: 5803
Re: Reduce Collision Box On Items
There is no legitimate reason I can think of to not have a small space around all the buildings so you can freely move, with the exception of walls which are designed for the express purpose of blocking passage. (And I feel those badly need gates.)
Right now I spend a good chunk of time stumbling ...
Right now I spend a good chunk of time stumbling ...
- Sat Oct 19, 2013 11:52 am
- Forum: Ideas and Suggestions
- Topic: Scarcity Of Iron
- Replies: 12
- Views: 11325
Re: Scarcity Of Iron
My understanding is that the map stores the amount of only one resource. It would be cool to store the amount of every resource separately, but obviously it would take 4 times as much memory to store the map.
My current playing experience has been mining everything fairly evenly as I move around ...
My current playing experience has been mining everything fairly evenly as I move around ...
- Thu Oct 17, 2013 7:19 am
- Forum: Ideas and Suggestions
- Topic: Scarcity Of Iron
- Replies: 12
- Views: 11325
Scarcity Of Iron
Iron is used about 2-4 times as commonly as all the other ores (especially when you consider steel), and yet there is less of it on average, because the other ores are generated afterwards.
1) It would be great if iron was generated last, overtop of all the other ores.
2) Some sort of modification ...
1) It would be great if iron was generated last, overtop of all the other ores.
2) Some sort of modification ...