Search found 55 matches
- Fri Nov 18, 2016 7:42 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45896
Re: Friday Facts #165 - Death by a thousand cuts
Auto sync of mods would also be a nice feature sometime in the future.
- Sat Nov 12, 2016 11:37 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 109139
Re: Friday Facts #164 - Nuclear power
>February
- Fri Oct 07, 2016 9:31 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 106471
Re: Friday Facts #159 - Research revolution
When I think of PVP in Factorio something like Tech-Wars from Warcraft 3 always comes to mind. In short: The structures you build spawn creatures in set intervals and they run to the enemy on their own. It would fit the slow pace of Factorio as it takes some time to "overpower" the enemy w...
- Tue Jul 05, 2016 9:12 pm
- Forum: Releases
- Topic: Version 0.13.5
- Replies: 41
- Views: 27387
Re: Version 0.13.5
Updated from 13.4 to 13.5, promt said to show you these logs.
I don't have problems though.
I don't have problems though.
- Sat Mar 26, 2016 1:41 am
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 57500
Re: Friday Facts #131 - Roadmap shuffle
Before it drowns again: please make a little recap of the loader discussion. Maybe along the lines of which ideas you liked and which you didn't and for what reasons.
It doesn't need to be in a FFF a normal forum post would suffice too.
It doesn't need to be in a FFF a normal forum post would suffice too.
- Fri Mar 11, 2016 5:13 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 137140
Re: Friday Facts #129 - The late game
I'd love to see a little recap from the devs about the loader discussion. From the top of my head I remember suggestions for loaders to consume electricity, to split them into two separate chests, increase their size or handicap them in some other way. Just some of the more popular ideas listed with...
- Sat Mar 05, 2016 2:48 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 208332
Re: Friday Facts #128 - Back down to earth
I would suggest to not make the Loader a part of the Belt system, but split it into 2 kind of chests: The Sink Chest and the Dispenser Chest. They both have the volume of a steel chest but the sink chest can only accept items via belt and the dispenser chest can only dispense items onto a belt. Thes...
- Mon Dec 15, 2014 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer PvP suggestion.
- Replies: 4
- Views: 1358
Re: Multiplayer PvP suggestion.
That would be fine. Micromanaging should be in most cases kind of unefficient, though - else, it goes the RTS road and you don't have a chance against people who simply micro manage better and quicker (like, pulling back damaged units, attacking from two sides, etc.). I would like to set up such at...
- Thu Dec 11, 2014 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer PvP suggestion.
- Replies: 4
- Views: 1358
Multiplayer PvP suggestion.
Hi, I don't want to go into the specifics of the "how, if, when and should we" of the PvP Multiplayer in factorio, but should it happen I would like to suggest a possible unit mechanic. I happened to remember Starcraft ZoneControl recently and I thought it would fit nicely into the factori...
- Thu Nov 13, 2014 9:28 pm
- Forum: Releases
- Topic: Version 0.11.2
- Replies: 31
- Views: 45408
Re: Version 0.11.2
We loaded our normal 0.11.1 save and need a few dozen tries to connect,
sometimes the host factorio just crashes to desktop and if one manages to connect
we get a desync loop.
Oh and sometimes the host just gets random freezes without anyone connected or trying to connect.
sometimes the host factorio just crashes to desktop and if one manages to connect
we get a desync loop.
Oh and sometimes the host just gets random freezes without anyone connected or trying to connect.
- Thu Nov 13, 2014 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1][MP] Desync on Item Manipulation
- Replies: 4
- Views: 3543
Re: [0.11.1][MP] Desync on Item Manipulation
We were now able to play normally, everytime a desync happens we load the last autosave and try to locate the offending item that causes the desync. It can be any item in your main inventory that has a "damage bar". One time it was my used metal armor another time it was a damaged wall. I ...
- Tue Nov 11, 2014 12:27 am
- Forum: Resolved Problems and Bugs
- Topic: Possible desync bug with combat
- Replies: 9
- Views: 4887
Re: Possible desync bug with combat
Maybe it's because of the damaged armor item, a friend and I had a problem with damaged walls leading to desyncs this evening. See here
- Mon Nov 10, 2014 11:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1][MP] Desync on Item Manipulation
- Replies: 4
- Views: 3543
[0.11.1][MP] Desync on Item Manipulation
Hi there, we are currently playing in MP mode with two persons over LAN and internet ( direct IP, not hamachi ). We are using these PCs to play: User 1: MAC OSX Yosemite with Intel Haswell CPU User 2: Windows 8.1 with AMD Vishera CPU Windows 8.1 with Intel Haswell CPU Both using the x64 build. First...
- Sun Nov 09, 2014 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1][kovarex] Belt Tunnel Bug with single items
- Replies: 3
- Views: 1192
Re: [0.11.1][kovarex] Belt Tunnel Bug with single items
Just tested it, the Belt type, orientation and placement are irrelevant for the bug.
- Sat Nov 08, 2014 4:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1][kovarex] Belt Tunnel Bug with single items
- Replies: 3
- Views: 1192
[0.11.1][kovarex] Belt Tunnel Bug with single items
Hi, when using Belt Tunnels there is a bug. When one item is on the belt and it goes through the tunnel it gets stuck and won't come out. However, if a second item goes into the tunnel both come out together. Experienced in: Mulitplayer with two players. Ways to replicate: see above. Greetings, Spli...