Search found 91 matches
- Thu Jun 09, 2016 11:46 am
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 138307
Re: Version 0.12.35
Exactly :D And that brings me to the question: are you planning to update your mods for 0.13, please ? I am sort of looking forward to it for my vacation in a month and some :D ^^ TY Obviously my mods will aim for compatibility first, so a weekend release (or at least the one within a couple of day...
- Wed Jun 08, 2016 1:41 am
- Forum: Technical Help
- Topic: 0.12.33 downloadable version
- Replies: 7
- Views: 3042
Re: 0.12.33 downloadable version
From the FAQ: I bought the game via Steam, can I get the Factorio login for that as well? Yes, it is possible. Simply create a free account at factorio.com and then head to profile where you will find directions on how to connect it to your Steam account. It is strongly recommended to create the acc...
- Tue Jun 07, 2016 4:03 pm
- Forum: Technical Help
- Topic: When will the Linux headless be available for 0.13?
- Replies: 3
- Views: 1133
Re: When will the Linux headless be available for 0.13?
0.13 isn't released yet, therefore you won't find the server for it atm.
- Tue Jun 07, 2016 11:35 am
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 137931
Re: Multiplayer FAQ
I hate the system how it is now cant they just make it like every other steam game? I dont want to have to dick around with my router for 30 min to play with a friend. And all guides and videos are like years old. I just want the system to be like Terraria or something where you host a online game ...
- Tue Jun 07, 2016 2:02 am
- Forum: Modding discussion
- Topic: Best mods to make game harder?
- Replies: 18
- Views: 8544
Re: Best mods to make game harder?
It is pretty hard to make combat harder whilst staying close to vanilla. This is due to the main focus of the game laying on base-building instead of fighting. Plain harder enemys would definately be doable, however, it wouldnt really make the game harder but just more grindy when expanding since yo...
- Mon Jun 06, 2016 7:25 pm
- Forum: Ideas and Suggestions
- Topic: Trains on the minimap
- Replies: 2
- Views: 1161
Re: Trains on the minimap
Nooo! It would be harder to get killed by them if that´d be implemented
Obviously, i´m just joking. This should, however be toggleable in the options. If you have lots oft trains, it might get a bit messy otherwise.
Obviously, i´m just joking. This should, however be toggleable in the options. If you have lots oft trains, it might get a bit messy otherwise.
- Mon Jun 06, 2016 6:04 pm
- Forum: Off topic
- Topic: The depths of Mandelbrot
- Replies: 6
- Views: 3546
Re: The depths of Mandelbrot
When zooming in, there did appear new "Mandelbrot´s" from time to time. Would that mean that you could focus on their outer spikes and therefore start over again? If so, you could basically zoom in infinately, right?
Btw.: epilepsy warning
Btw.: epilepsy warning
- Mon Jun 06, 2016 9:04 am
- Forum: Technical Help
- Topic: UI Size Issue (And Other Graphical Problems)
- Replies: 10
- Views: 3146
Re: UI Size Issue (And Other Graphical Problems)
Open the Run-Dialog with Win+R -> "%appdata%\factorio\config" open the "config.ini" either search for "custom-ui-scale" or look for it somewhere around line 127 change "custom-ui-scale=X" to "custom-ui-scale=1" (X is the specific number in your confi...
- Sun Jun 05, 2016 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64965
Re: Train station skipping conditions
maybe you could set up a network that turns the station off as soon as the loading/undloading has stopped, and turns the station back on as soon as the train has left, and the ligths turn green. Don't understand the sense of that. Sorry. :) In context to the previous sentence, i guess he wants to &...
- Sun Jun 05, 2016 10:07 pm
- Forum: Not a bug
- Topic: Refresh electricity demand
- Replies: 7
- Views: 2084
Re: Refresh electricity demand
Did those objects have not enough power (no visible warning) or no power at all (flashing yellow icon)? If the latter, you might just have removed one power pole by accident and therefore removed the power connection. Placing big poles could have resolved that due to their longer range. Currently, t...
- Sun Jun 05, 2016 7:58 pm
- Forum: News
- Topic: Friday Facts #125 - Achievements
- Replies: 119
- Views: 89767
Re: Friday Facts #125 - Achievements
FWIW, I've always found the horizontal scrolling tech tree in the Civ games to be nice. I know a single tree like this would be tough for factorio due to the branching. Sins of a Solar Empire did a nice job of separating techs into tabs - you'd just need to think of how to classify / categorize eac...
- Sun Jun 05, 2016 12:40 pm
- Forum: Gameplay Help
- Topic: Robots not moving items from Passive chests to player
- Replies: 6
- Views: 4417
Re: Robots not moving items from Passive chests to player
In other words, logistics slots do not work as one-time requests, but as permanent (e.g. as long as you´re not changing the slot) stocks.
As said before, bots do therefore only bring you items if the item-count in your inventory (+toolbelt) is lower than the set amount.
As said before, bots do therefore only bring you items if the item-count in your inventory (+toolbelt) is lower than the set amount.
- Sun Jun 05, 2016 12:38 pm
- Forum: Railway Setups
- Topic: Rail Blueprints
- Replies: 15
- Views: 18688
Re: Rail Blueprints
You could exclude the inner-loop signals from the blueprints and place them afterwards. That way, the majority of work would still be automated but your signals would be in the optimal places.
- Sun Jun 05, 2016 1:11 am
- Forum: General discussion
- Topic: buying from steam, playing without steam?
- Replies: 2
- Views: 2381
Re: buying from steam, playing without steam?
From the FAQ: I bought the game via Steam, can I get the Factorio login for that as well? Yes, it is possible. Simply create a free account at factorio.com and then head to profile where you will find directions on how to connect it to your Steam account. It is strongly recommended to create the acc...
- Sat Jun 04, 2016 10:55 pm
- Forum: Ideas and Suggestions
- Topic: Web Access
- Replies: 13
- Views: 11823
Re: Web Access
Rather than creating a new topic, I'm going to ask it again on the same topic, although it's a three year unearth, I feel it's better. Can we now do HTTPs requests? Or some sort of internet communication? I was toying around with an idea of a trading system, but it would drastically change if it wo...
- Sat Jun 04, 2016 10:50 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 80569
Re: Friday Facts #141 - Mod Portal
It's cool that you have a website for mods but wouldn't it be easier to enable steam workshop for this? Or at least alongside with this. The Workshop isnt really necessary since you can access the website a.k.a. Mod-Browser from within Factorio. Just using Workshop wouldnt allow people using the di...
- Sat Jun 04, 2016 9:00 pm
- Forum: Railway Setups
- Topic: Rail Blueprints
- Replies: 15
- Views: 18688
Re: Rail Blueprints
I used a very similar design for my junctions. My trains drive on the right though. But fast and long single headed trains are far superior to short and slow double headed trains. Only real negative is the risk that a train might chose a train station as a valid path because the real path is blocke...
- Sat Jun 04, 2016 6:31 pm
- Forum: Balancing
- Topic: Train Speeds and Power Consumption
- Replies: 7
- Views: 4720
Re: Train Speeds and Power Consumption
Personally, im quite happy with the current train-mechanics. Ofc, they are waayy "underpowerd", but a "2-50-0" for example would not be that useful with the current capacity of a single wagon. On the other hand, real freight-trains need a lot of space to accelerate and brake. Asu...
- Sat Jun 04, 2016 6:21 pm
- Forum: 1 / 0 magic
- Topic: [Pending] Factorio not working in high resolution
- Replies: 13
- Views: 3859
Re: [Pending] Factorio not working in high resolution
It seems like Factorio is only checking for the current screen-resolution when you enable fullscreen, but not each time it is starting in fullscreen-mode. I´m not at home atm but it should be fairly simple to test: - Lower your resolution - Start Factorio windowed, then in fullscreen-mode - Increase...
- Sat Jun 04, 2016 6:14 pm
- Forum: Not a bug
- Topic: Ctrl- right click works for green circuits
- Replies: 3
- Views: 1105
Re: Ctrl- right click works for green circuits
I guess he meant that either of those combinations (shift + click OR control + click) move those items there. Additionally, this works only with items that cant be placed in the world. Therefore, it does - for example - work with circuits and steel, but doesnt work with inserters or pumpjacks. Howev...