Search found 91 matches

by searker
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...
by searker
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...
by searker
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.
by searker
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 ...
by searker
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...
by searker
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 :lol:

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.
by searker
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
by searker
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...
by searker
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 &...
by searker
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...
by searker
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...
by searker
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.
by searker
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.
by searker
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...
by searker
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...
by searker
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...
by searker
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...
by searker
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...
by searker
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...
by searker
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...

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