Search found 115 matches
- Sun Nov 02, 2014 10:46 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191563
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I do like this mod but dark hasn't been here since September 16 so I'm not sure if he will come back to update the mod. I really would like to see this mod updated for 0.11 .
- Tue Oct 21, 2014 6:47 pm
- Forum: Ideas and Suggestions
- Topic: Trains - "Time until departure" in tooltip/GUI
- Replies: 5
- Views: 2382
Re: Trains - "Time until departure" in tooltip/GUI
I'd like to see this. It shouldn't be hard to implement.
- Tue Oct 21, 2014 6:31 pm
- Forum: Implemented Suggestions
- Topic: Mine Giant Rock / Mining Boulders
- Replies: 4
- Views: 2258
Re: Mine Giant Rock
Mining these seem to be a better idea than shooting them.
- Tue Oct 21, 2014 6:19 pm
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 11310
Re: Blueprint catalogue (instead of putting BPs in inventory
It would be nice to have a separate place to carry blueprints so they don't jam up my inventory so much when not in use or have to run to my chest of blueprints.
- Tue Oct 21, 2014 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Energy graphs on electric network info
- Replies: 7
- Views: 14893
Re: Energy graphs on electric network info
This is something I'd like to see in the game since you can't currently get any history of accumulator charge.
- Tue Oct 21, 2014 5:02 pm
- Forum: Ideas and Suggestions
- Topic: Seasons
- Replies: 4
- Views: 1652
Re: Seasons
With realistic seasons the length of the day and night will change. I recall reading one of the devs say someplace that they didn't want the nights to be too long in comparison to the days. I'm not sure they would go for the idea.
- Tue Oct 21, 2014 4:46 pm
- Forum: Off topic
- Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
- Replies: 32
- Views: 34833
Re: Infinifactory by Zachtronics - 3D SpaceChem successor
I stumbled across an interview with Zach about Infinifactory at http://www.anime-night.com/article/zach-barth-interview-on-infinifactory-infinifactoi A few questions from the interview I found interesting: Are you working with anyone else on the game? ZACH: Absolutely! The core team is seven people,...
- Sun Oct 19, 2014 5:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Map desynchonization in Replay mode
- Replies: 4
- Views: 8501
Re: [0.10.12] Map desynchonization in Replay mode
Considering all the desync fixes being put in for multiplayer there is a decent chance that this will be fixed in 0.11.0 . Unfortunately, you can only try and test it again after the next release.
- Sun Oct 19, 2014 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12]Robots replacing destroyed turrets
- Replies: 2
- Views: 1223
Re: [0.10.12]Robots replacing destroyed turrets
I can confirm this but many things can still destroy the rebuilt turrets. From my testing turrets built by hand are not affected. Rebuilt turrets are immune to the combat shotgun, grenades, and explosive rockets targeted at the turret. Rebuilt turrets are vulnerable to biters, and targeted SMG fire....
- Sat Oct 18, 2014 1:47 pm
- Forum: Gameplay Help
- Topic: Factory Boredom
- Replies: 20
- Views: 8838
Re: Factory Boredom
The pic from pyrolytic_tungsten is not loaded to the forum but to an external picturehoster (here imgur if I read it correctly) and embedded in the post with the [ IMG] [ /IMG] tags (leave out the space after [ to work it properly) [/edit] Correct, I use imgur mostly because it works and doesn't ne...
- Wed Oct 15, 2014 10:50 pm
- Forum: Technical Help
- Topic: Will system requirements be lowered?
- Replies: 8
- Views: 11656
Re: Will system requirements be lowered?
I really like this game but my computer has trouble running it. Specs are 1,46ghz dual core T2310, 2gb ddr2 ram and Geforce 8400M GS. The Geforce 8400M GS lists as having at most 256MB of vram and that will likely cause problems unless low graphics mode is enabled. Factorio currently needs slightly...
- Wed Oct 15, 2014 10:09 pm
- Forum: Show your Creations
- Topic: Oops
- Replies: 5
- Views: 3855
Re: Oops
I've had worse but it is good to have some solid defenses to kill off the biters trailing behind. What? The map didn't update? :D Maps only update when you or a radar are in sight range or when a radar rescans a sector. It's not uncommon in my experience to get trails of non-updated biters on the ma...
- Wed Oct 15, 2014 9:42 pm
- Forum: Balancing
- Topic: Overproduction of sulfur
- Replies: 18
- Views: 21178
Re: Overproduction of sulfur
For comparison's sake 50 sulfur is equivalent to 15 half full pipes of petroleum gas (no modules). That doesn't sound unreasonable.
50 sulfur * 3/2 gas/sulfur * 1/5 pipe/gas = 15 half full pipes
50 sulfur * 3/2 gas/sulfur * 1/5 pipe/gas = 15 half full pipes
- Wed Oct 15, 2014 9:26 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 261820
Re: Tips & Tricks
If you need to poke, you could tsk Tungsten for having Superfast inserters directly inserting into the Circuit assemblers since, with a stacking bonus, standard inserters almost keep up (at least until Assembler Level 7s replace the level 3s). That doesn't actually work for my setup even though I h...
- Tue Oct 14, 2014 10:51 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 261820
Re: Tips & Tricks
Personally, I always move to a 2nd belt if I find that I can't get enough through on a fully compacted fast belt. But since you're not doing direct insertion of copper wires (tsk tsk) I guess that's not an option without rebuilding the whole setup elsewhere. That's something to consider though, I a...
- Tue Oct 14, 2014 4:27 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 166130
Re: Count to 100
28
The number of iron plates needed to build a rocket launcher and an iron chest to store rockets in.
The number of iron plates needed to build a rocket launcher and an iron chest to store rockets in.
- Tue Oct 14, 2014 2:15 pm
- Forum: Off topic
- Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
- Replies: 32
- Views: 34833
Re: Infinifactory by Zachtronics - 3D SpaceChem successor
Spacechem? In 3D? It's already complicated enough in 2D :D 3D usually makes it easier to route stuff around. Just imagine if Factorio had multiple vertical levels for routing belts. That said, Spacechem has some seriously hard levels. If it really is like Spacechem in 3D as claimed on the official ...
- Tue Oct 14, 2014 11:38 am
- Forum: Gameplay Help
- Topic: Factory Boredom
- Replies: 20
- Views: 8838
Re: Factory Boredom
You only have 4 labs so research is going to be slow unless you build more. I think a good number to shoot for is 10 (I use 13). Unfortunately it doesn't look easy to expand with the way things are laid out. Always try and lay things out so it is easier to expand like how you can currently easily ad...
- Tue Oct 14, 2014 9:56 am
- Forum: Implemented Suggestions
- Topic: Increased scroll speed for map by zoom level
- Replies: 8
- Views: 3578
Re: Increased scroll speed for map by zoom level
I agree. Scroll speed should be some % of map screen size per second and not tiles per second. I use resource spawner overhaul so my operations are very spread out.
- Tue Oct 14, 2014 9:44 am
- Forum: Ideas and Suggestions
- Topic: Show general direction of alert on minimap and full map
- Replies: 4
- Views: 2865
Re: Show general direction of alert on minimap and full map
Sounds like a good idea but perhaps an arrow or triangle of the appropriate color ( red object destroyed, yellow turret attacking, etc) at the edge instead of an icon would be better to minimize confusion. Also off map alerts should be grouped up a bit so you don't get overlapping arrows.