Search found 114 matches
- Fri Apr 12, 2013 12:18 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 330285
Re: [MOD 0.3.x] Treefarm
Because people would use it wrongly and mods would not work in reaplays/multiplayer. You would need to save/load the state of your random generator, to avoid all of the hassle, the game.getrandomnumber function is there. We could also trick it, so math.random would actually use the game.getrandomnu...
- Sun Mar 31, 2013 12:36 pm
- Forum: Releases
- Topic: Upcoming bugfix release 0.3.1
- Replies: 9
- Views: 20814
Re: Upcoming bugfix release 0.3.1
Lol, incoming bug release 0.3.1 .MF- wrote:This well meant mis-used phrase made my nightkovarex wrote: In case you discover any other bugs please report them in the bugs section so we can include them in the bugfix release.
- Sat Mar 30, 2013 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.3.1] Assembling Machines don't work!
- Replies: 4
- Views: 3979
Re: Assembling Machines don't work!
It might be that the list of items is in a different order than the pre-inserted items. So the items are in incorrect slots and the assembling machines do not produce anything.
- Tue Mar 19, 2013 8:27 am
- Forum: Ideas and Suggestions
- Topic: Crank Bridges
- Replies: 5
- Views: 12910
Re: Crank Bridges
https://forums.factorio.com/forum/vie ... ?f=5&t=272DragonPox90210 wrote:... so far I haven't seen any islands so ...
- Sat Mar 09, 2013 1:12 am
- Forum: Mods
- Topic: [MOD WIP 0.6.x] Cobra Commander mod
- Replies: 49
- Views: 30419
Re: [MOD WIP 0.2.10] Cobra Commander mod
Wow, looks absolutely epic . Finally you can play sort of Starcraft inside Factorio.
- Sat Mar 09, 2013 12:58 am
- Forum: Releases
- Topic: Next steps
- Replies: 20
- Views: 44164
Re: Next steps
I believe it should be up in a few days, the development is progressing quite nicely. I heard there is some new problem with PayPal now (developers might say something about it somewhere), so it is unclear how long it takes to solve it. But at least the BitCoin part should be running very soon. (And...
- Sat Mar 02, 2013 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Fishery
- Replies: 7
- Views: 6944
Re: Fishery
When you are hurt, you eat them using shift click . Very hidden.ficolas wrote:I cant eat em, how do I eat fishes
- Sat Mar 02, 2013 3:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.10] Research PURPLE pack consuption
- Replies: 4
- Views: 4418
Re: Research PURPLE pack consuption
Ok, this seems strange. I will move this to the bug section then. Actually in my free play I noticed that I am not using many purple packs as well, so it might be some general problem.
- Sat Mar 02, 2013 12:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.10] Research PURPLE pack consuption
- Replies: 4
- Views: 4418
Re: Research PURPLE pack consuption
The meaning should be as you described, you need 200 pieces of each. Are you sure you didn't have some spare purple packs/artifacts when you started. In general, they are disappearing very slowly, I have to say, I never checked whether they disappear in the correct rate.
- Sat Mar 02, 2013 1:36 am
- Forum: Ideas and Suggestions
- Topic: Separation of poles and power wires
- Replies: 16
- Views: 18625
Re: Separation of poles and power wires
Not a completely bad idea, but in the current system (unless you have networks disconnected) you have n-1 wires for n poles, since they autoform a tree, so it is not like you pay anything extra here. I would actually prefer to not have wires connecting in the minimal closes manner, because it is imp...
- Fri Mar 01, 2013 11:54 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
- Replies: 60
- Views: 54103
Re: Super compact blue FACTORY. Made by Vel-master
Sorry, I somehow mistook your for rymn friends whos design is the first design originally. Sorry, I will fix it now somehow.
- Fri Mar 01, 2013 11:52 pm
- Forum: Outdated/Not implemented
- Topic: Fuses
- Replies: 5
- Views: 10559
Re: Fuses
I like this idea quite a lot :). Also, it would be very nice if you could somehow program priorities for energy consumption. For example in my factory, I have a separate coal mining site for my power plants. The problem is that if my power consumption gets too high, everything slows down, which slow...
- Fri Mar 01, 2013 11:42 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
- Replies: 60
- Views: 54103
Re: Super compact blue FACTORY. Made by Vel-master
I set your name as the name of the topic, it is not changed in all posts, but it is used on the main page and in the first post. So you should be well credited for this work now .vel-master wrote: Fix Name of the Topic please. also I think it would be rightly if you add my design to the top Message
- Fri Mar 01, 2013 11:34 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
- Replies: 60
- Views: 54103
Re: Super compact blue FACTORY. Made by Vel-master
To clean little, I merged these two topics of the same content. Please just continue here. Concerning the new design, it is so fucking amazing! :) You are doing a really great job optimizing the construction. I also really like your one-side stop at the belt transporting iron and coal, using the und...
- Fri Mar 01, 2013 11:42 am
- Forum: Implemented Suggestions
- Topic: Furnance off grid.
- Replies: 21
- Views: 17595
Re: [Not a Bug] Furnance off grid.
Maybe you could add some floor decoration to the furnace, like some kind of pavement which would take area 2x2, so it would be more visually visible. Also it would be nice if we could use stone to build pedestrian paths on which one can walk faster. You could even use your old stone graphics for that.
- Tue Feb 26, 2013 1:20 pm
- Forum: Show your Creations
- Topic: Factorio official tutorial videos
- Replies: 2
- Views: 5279
Re: Factorio official tutorial videos
Yesterday, we added the fourth (and probably last) tutorial video in which I show a slightly more complex factory I build a few weeks ago. We explain filter inserters and how to use them in different possible settings. I am casting this video together with Kasia, the PR manager of Factorio.
- Tue Feb 26, 2013 1:17 pm
- Forum: Outdated/Not implemented
- Topic: Crafting Chest
- Replies: 10
- Views: 13330
Re: Crafting Chest
I believe it is actually quite fun to design your factory in a way it is splitting all material automatically and you don't have some magic boxes which do everything for you. I am not so familiar with these minecraft mods but one thing I never liked is that you can build easily some very small and v...
- Tue Feb 26, 2013 12:46 pm
- Forum: Show your Creations
- Topic: How to make a material splitter
- Replies: 12
- Views: 28693
Re: How to make a material splitter
I think you are missing the point here. Smart chests are used to limit the input so first inserter don't take everything and output inserters are synchronise to take when they all can take. Inputs have separated networks (one smart inserter+ one smart chest). Outputs are all connected to all chests...
- Tue Feb 26, 2013 2:29 am
- Forum: Show your Creations
- Topic: How to make a material splitter
- Replies: 12
- Views: 28693
How to make a material splitter
I was always thinking how to build something which could split resources in some ratio between several belts. For example, suppose you want to use a half of iron plates for wheels and the rest for circuits. Using circuits, I made a simple device which allows you to split material in any required rat...
- Mon Feb 25, 2013 2:48 pm
- Forum: General discussion
- Topic: A great Start
- Replies: 7
- Views: 13158
Re: A great Start
Hahaha! Boats definitely would be very helpful and bridges as well, but not in this situation. And it can even happen with the large amount of water that you end-up at semi-large island and you die out when you mine everything.