Search found 85 matches
- Tue Nov 18, 2014 8:45 am
- Forum: General discussion
- Topic: Disabled Gamer
- Replies: 10
- Views: 12160
Re: Disabled Gamer
I was thinking about this when I was eating my ice cream and wasn't able to move my character :) . In MMOs you have usually option to press both mouse buttons simultaneously to walk. I think this option will work in Factorio too. When you press both mouse buttons character will go in cursor directio...
- Wed Nov 12, 2014 7:55 am
- Forum: General discussion
- Topic: When will it be on Steam?
- Replies: 25
- Views: 12484
Re: When will it be on Steam?
You can have stable and beta release on Steam. Gnomoria use that http://forums.gnomoria.com/index.php?topic=6976.0
But I agree that there is no need to rush to Steam release. Because developers has no comunity managers so they cant handle big community.
But I agree that there is no need to rush to Steam release. Because developers has no comunity managers so they cant handle big community.
- Sun Nov 02, 2014 11:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Train without orders displays "Unknown key: No path
- Replies: 4
- Views: 2275
Re: [0.11.1] Train without orders displays "Unknown key: No
I had same problem with technologies. I found that problem was in config.ini, there wasn't correctly picked any locale.
There was only
[general]
locale=
and no locale was shown in menu, so i chose english and after restart everything was ok again.
There was only
[general]
locale=
and no locale was shown in menu, so i chose english and after restart everything was ok again.
- Wed Oct 29, 2014 9:04 pm
- Forum: Gameplay Help
- Topic: Research resource consumption mechanics?
- Replies: 7
- Views: 10464
Re: Research resource consumption mechanics?
Yes now they are wasted cycles, but probably they won't be in a future. Because it is considered as minor bug https://forums.factorio.com/forum/vie ... 1&start=10
- Wed Oct 29, 2014 12:09 pm
- Forum: Gameplay Help
- Topic: Research resource consumption mechanics?
- Replies: 7
- Views: 10464
Re: Research resource consumption mechanics?
Say I'm researching flight. The research screen says 30 time, 1 red science, 1 green science, x200. What does that mean, exactly? Flight doesn't take 30 seconds to research... And it doesn't take 1 of each science pack either. I'm missing something here. And there is also Lab efficiency , which inc...
- Tue Oct 21, 2014 7:16 am
- Forum: Ideas and Suggestions
- Topic: Seasons
- Replies: 4
- Views: 1650
Re: Seasons
I like the idea of seasons, but I don't think that this is good reason for them. Seasons are mostly connected with agriculture and surviving through winter. You can just decrease solar panels output and it will almost same effect, because player will build enough solar panels to survive winter with ...
- Sun Oct 12, 2014 10:56 am
- Forum: Technical Help
- Topic: Windows 10
- Replies: 10
- Views: 12655
Re: Windows 10
Interesting, maybe this is one of the real reason to skip Windows 9. Because this test for Windows 95 and 98 will work for Windows 9 too .
- Wed Oct 08, 2014 9:24 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219909
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
-roots episode was quite destructive :) He removed only one provider chest for iron plates. He totally breaks steal production. He disconnected almost half of solar panels. 781 solar panels in episode 73 https://www.youtube.com/watch?v=XEGuNxXpLpw&feature=player_detailpage&list=PL-7ICWbZUDj...
- Sun Oct 05, 2014 11:27 am
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219909
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Finally, a quick solution to the iron shortages..may be to use long inserters to take from the backed up line...and feed to the furnaces that arn't getting as much ore. though that might just get rid of the backup..and then you wind up back at square one. I don't know why everyone think that cleani...
- Wed Oct 01, 2014 7:04 am
- Forum: Ideas and Suggestions
- Topic: Add autopilot for automobiles
- Replies: 7
- Views: 3765
Re: Add autopilot for automobiles
I think, that autopilot is too much. "Snap to road" will be enough, because now you must do little corrections of direction to go in desired direction. And if the game aligns car with road direction you will have no problem with hitting trees next to it.
- Fri Sep 12, 2014 6:42 am
- Forum: Not a bug
- Topic: [10.8] Shooting behind a wall
- Replies: 7
- Views: 9230
Re: [10.8] Shooting behind a wall
It is common to have holes in wall to shoot out. http://www.torange.us/photo/23/13/Looph ... 114_91.jpg .
- Wed Sep 10, 2014 7:34 am
- Forum: Gameplay Help
- Topic: Biters Teleporting, Or Coming from the ground?
- Replies: 4
- Views: 2652
Re: Biters Teleporting, Or Coming from the ground?
There will be probably new biters base around. So check your pollution radius if there is any new base.
And they target radars and high pollution generators, like steam engines and miners.
And they target radars and high pollution generators, like steam engines and miners.
- Sat Sep 06, 2014 1:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] Mod deletion doesn't resets recipes.
- Replies: 8
- Views: 5428
Re: [0.10.9] Mod deletion don't resets recipes.
But now you have no clue that recipe was modified and you should call game.resetrecipes(). Because text that recipe was modified is missing.
- Fri Sep 05, 2014 1:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] Mod deletion doesn't resets recipes.
- Replies: 8
- Views: 5428
[0.10.9] Mod deletion doesn't resets recipes.
Step to reproduce: 1) Activate mod that modifies any base recipe. (e.g. DyTech-Modules). 2) Load some game and save it with mod active. If you check blueprint you will see that is modified from mod. SpeedModule1.png 3) Exit game and delete mod (Disabling mod is not enough). 4) Load game from step 2 ...
- Thu Sep 04, 2014 7:02 am
- Forum: Gameplay Help
- Topic: Help understanding Logistic System
- Replies: 5
- Views: 2388
Re: Help understanding Logistic System
Factorio is still of early stages of development, so developers are glad that drones are working somehow :) . And now are focusing on something else, I am pretty sure that drone behavior will be overhauled in future. So its quite hard optimize logistic network now. But you can split logistic network...
- Wed Sep 03, 2014 7:04 am
- Forum: Ideas and Suggestions
- Topic: IHMS (In-Helmet-Music-System)
- Replies: 4
- Views: 2180
Re: IHMS (In-Helmet-Music-System)
Can you specify "great potential for modding"? I don't see any reason why we need to have this feature in game. You can use music players like WinAmp.
- Fri Aug 22, 2014 12:13 pm
- Forum: Balancing
- Topic: Locomotive fuel usage
- Replies: 14
- Views: 21872
Re: Locomotive fuel usage
How do you know that current train top speed is locomotive top speed? Usually train top speed is limited by track speed limit and it is far under locomotive top speed. So they don't need to use much throttle to keep speed. I think more unrealistic is that train isn't slowing down before curves.
- Fri Aug 22, 2014 10:37 am
- Forum: Questions, reviews and ratings
- Topic: Treefarm and Dytech?
- Replies: 3
- Views: 16142
Re: Treefarm and Dytech?
It only happens when you add treefarm to existing save with DyTech. And there is workaround for that https://forums.factorio.com/forum/vie ... 858#p37858
- Fri Aug 15, 2014 1:33 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219909
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
I thought it wasn't spoiler, because I don't said where. But I put it to spoiler tag if you think that it is.
- Fri Aug 15, 2014 11:26 am
- Forum: Duplicates
- Topic: [0.10.6] Wrong recipe for underground belt
- Replies: 2
- Views: 2725