Search found 103 matches
- Mon May 12, 2014 8:28 pm
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 21195
Re: Intermediate fluids as items
Use the underground pipes. :) But it's not enough! Underground pipes are barely enough to get all the required routing, and when you finish laying down all those 4- or 5- pipes T-sections and cross-sections, there's barely enough (or "just not enough") place to walk. Spread the buildings ...
- Sat Mar 29, 2014 2:45 am
- Forum: News
- Topic: Friday Facts #27 The roadmap
- Replies: 32
- Views: 27790
Re: Friday Facts #17 The roadmap
Before going "public", please change the pickaxe to some kind of omnitool. It's weird and a bit dumb to deconstruct machines and cut trees with a pickaxe. The only use of it as a pickaxe is at the very begining when you need to mine your first ores but that's it
- Tue Mar 25, 2014 4:39 pm
- Forum: Ideas and Suggestions
- Topic: [0.9.4]incorrect raw sources calculation
- Replies: 13
- Views: 3599
Re: [0.9.4]incorrect raw sources calculation
How relevant is this when just one simple extra iron plate will make this problem disappear?
- Tue Mar 18, 2014 4:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.3] Campaign: Can't research Electric Energy Accumulator
- Replies: 14
- Views: 4358
Re: [0.9.3] Campaign: Can't research Electric Energy Accumul
If you read correctly, you can also use the cars inventory. That has i believe 80 slots. Should be more then enough ;) Except you didn't read correctly. ;) Also of note (definitely a bug) is the fact that those numbers don't take into account your car's inventory. In other words, having the items i...
- Wed Mar 12, 2014 3:14 am
- Forum: Balancing
- Topic: Engine unit
- Replies: 26
- Views: 20395
Re: Engine unit
The new intermediate product for engine unit depends on the lubricant. This essentially makes the car and trains depend on the oil industry. This is questionable, because both the car and train are useful quite early in the game so for the 0.9.2 the engine unit will be made in regular assembling ma...
- Tue Mar 11, 2014 3:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Logistics bot doesn't need flying robot frame
- Replies: 1
- Views: 1025
Re: [0.9.2] Logistics bot doesn't need flying robot frame
https://forums.factorio.com/forum/vie ... =30&t=2714Hazard wrote:Well, exactly that. I can build logistics bots with 2 advanced circuits alone.
- Sat Mar 08, 2014 6:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Robots not using frames
- Replies: 7
- Views: 2552
Re: [0.9.2] Robots not using frames
Can we fix it editing a lua file?kovarex wrote:Yes, this slipped here, fixed for 0.9.3
- Thu Mar 06, 2014 4:43 pm
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 21195
Re: Intermediate fluids as items
Ok, you convinced me there and left me happy with that argument but it makes me wonder about the new assembling machine graphics, I donβt see any pipe entrance on the sides. Is Albert planning to modify them in the future? In 0.9.2 new assembling machines will have a pipe output (made as a graphica...
- Mon Mar 03, 2014 11:18 pm
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 21195
Re: Intermediate fluids as items
Yes, that is true, we made fluids because we wanted to have the player think about different setups, with transport belts, inserters and pipes on top of it. If we made all the intermediate fluids as items, it would be the same like before, just combining assembling machines and transport belts. Ok,...
- Mon Mar 03, 2014 1:08 am
- Forum: Balancing
- Topic: Engine unit
- Replies: 26
- Views: 20395
Re: Engine unit
Whole Factorio is about starting small, getting bigger. What about having different tiers when it comes to cars and trains. As well as engines. tier 1: compact steam engine - requires lots of iron, gears and steel to build - any fuel to power (wood, coal, solid fuel) - required to build: -> steam c...
- Sun Mar 02, 2014 4:23 am
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 21195
Re: Intermediate fluids as items
Alternatively, let assembling machines connect to pipes. That is the plan for new assembling machine 2 and 3. Not sure when it is coming, but it is. This would be used for recipes like: barrel loading / unloading, electric engine units, etc. I hope that it won't make the game too difficult by doing...
- Fri Feb 28, 2014 10:32 pm
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 21195
Intermediate fluids as items
I believe that the biggest issue so far is that there are many producs that needs to be crafted at chemical plants just because one or two of the ingredients require a liquid or a gas. What I think suits best the gameplay is that most of those ingredients should be able to be contained in a tank or ...
- Tue Feb 25, 2014 11:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] bug in yield calculation of drills
- Replies: 8
- Views: 2331
Re: [0.9.1] bug in yield calculation of drills
Shouldn't this be on modding subsection?
Also, it looks like a good idea to have the ore deposits work as the oil, giving smaller output and forcing you to find more
Also, it looks like a good idea to have the ore deposits work as the oil, giving smaller output and forcing you to find more
- Sat Feb 22, 2014 12:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Chemical plant and oil refinery accept modules.
- Replies: 3
- Views: 2284
Re: [0.9.1] Chemical plant and oil refinery accept modules.
Probably intentionalgrobyc wrote:Speed Module - Yesslpwnd wrote: [*]Chemical plant and oil refinery accept modules.
Effectivity Module - Yes
Productivity Module - No
- Sat Feb 22, 2014 12:29 am
- Forum: General discussion
- Topic: Barrels and Trains
- Replies: 6
- Views: 4120
Re: Barrels and Trains
You plan it better, make two stations, one for unloading, and another one next to it for loading, do the same at the other area
- Fri Feb 21, 2014 5:07 pm
- Forum: General discussion
- Topic: Mirrormoon has the same music form Factorio
- Replies: 2
- Views: 3210
Re: Mirrormoon has the same music form Factorio
Ohhh, I see. Didn't know about that
- Wed Feb 19, 2014 6:13 pm
- Forum: General discussion
- Topic: Music for Factorio
- Replies: 14
- Views: 7310
Re: Music for Factorio
Factorio should have a music competition to get new music for it. Perhaps have indy musicians submit their music so factorio can get free/cheap music and the artist can get exposure by creating music for an indy game. Actually we are already working with a musician from GB to do the sounds and musi...
- Wed Feb 19, 2014 6:10 pm
- Forum: General discussion
- Topic: Mirrormoon has the same music form Factorio
- Replies: 2
- Views: 3210
Mirrormoon has the same music form Factorio
I just played MirrorMoon a little bit. I was surprised when I started hearing the background music from Factorio!
- Fri Feb 14, 2014 4:57 am
- Forum: Implemented Suggestions
- Topic: Buff night vision
- Replies: 6
- Views: 2296
Re: Buff night vision
When is too bright already and the auto on/off feature bothers you, like nowimmibis wrote:Is there a situation where you would ever want your night vision to not work?EstebanLB wrote:It could be better to have it adjustable and switchable than at a fixed timer and intensity, don't you think?
- Fri Feb 14, 2014 4:56 am
- Forum: Ideas and Suggestions
- Topic: Chest-on-a-belt
- Replies: 24
- Views: 15223
Re: Chest-on-a-belt
Haven't reach that part of my plan yetssilk wrote:And how do you limit the production?