Search found 64 matches
- Sun Nov 02, 2014 8:12 pm
- Forum: Multiplayer
- Topic: Yesterday I played Factorio multiplayer with 2 other friends
- Replies: 5
- Views: 11393
Yesterday I played Factorio multiplayer with 2 other friends
First I want to say congratulations to the devs because it was lots of fun, and it worked perfectly during our 4 hours game, which we'll continue next weekend. Anyway, here are some comments regarding multiplayer: - What exactly is the latency selector on the multiplayer creation screen? Since we li...
- Sun Nov 02, 2014 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: allow anyone to unpause the game
- Replies: 3
- Views: 8605
Re: Suggestion: allow anyone to unpause the game
Yeah, I thought that maybe we would put everything related to multiplayer here, but you're rightssilk wrote:It is a suggestion and for you to make sure, that the devs will find it, it should be placed into the suggestion board!
I'll move it and leave a link.
- Sat Nov 01, 2014 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: allow anyone to unpause the game
- Replies: 3
- Views: 8605
Suggestion: allow anyone to unpause the game
I was playing with a couple of friends, and one left, and I guess he pressed Escape, and I got a screen "Waiting for paused peers" and I couldn't do anything about it. In most multiplayer games, it just let anyone unpause and pause the whole game. So if everyone wants to pause they can.
- Sun Aug 10, 2014 8:01 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Tanks 0.1.1
- Replies: 21
- Views: 19419
Re: [MOD 0.10.x] Tanks
You just couldn't wait for 0.11.x, couldn't you?
This is amazing! I'm going to try it! Thanks!
This is amazing! I'm going to try it! Thanks!
- Mon Aug 04, 2014 7:46 pm
- Forum: General discussion
- Topic: Perfectly optimal solar network
- Replies: 18
- Views: 88195
Re: Perfectly optimal solar network
Very cool. So the proportion is around 6 solar panels - 7 accumulator.
- Mon Aug 04, 2014 7:18 pm
- Forum: Gameplay Help
- Topic: Small Pumps + How to kill the "zergs" + Alientech
- Replies: 11
- Views: 5025
Re: Small Pumps + How to kill the "zergs" + Alientech
1. Small pumps force the liquid into one direction. For example, if you want to transfer oil from one tank to other, you would put a small pump between the tanks. In my personal experience distance doesn't seem to be a problem when building a big oil network, no need for small pumps there. 2. Yes, A...
- Sat Aug 02, 2014 8:41 pm
- Forum: Ideas and Suggestions
- Topic: Self-driving car
- Replies: 4
- Views: 2134
Re: Self-driving car
That's pretty neat! I'm going to try it! Although I haven't tried Roadworks yetSchmendrick wrote:https://forums.factorio.com/forum/vie ... =14&t=5127
Not quite the same thing, but I'm rather happy about it and want to share.
- Sat Aug 02, 2014 2:43 am
- Forum: Ideas and Requests For Mods
- Topic: Self-driving car
- Replies: 0
- Views: 2303
Self-driving car
So, we have belts for small distance. We have trains for long distance. What about a self driving car for medium distances? I was thinking something along the lines of settings checkpoins for the car. You could set how much time do you want the car to be on the checkpoint (0 for not stopping). And p...
- Sat Aug 02, 2014 2:37 am
- Forum: Ideas and Suggestions
- Topic: Self-driving car
- Replies: 4
- Views: 2134
Self-driving car
So, we have belts for small distances. We have trains for long distances. What about a self driving car for medium distances? I was thinking something along the lines of settings checkpoins for the car. You could set how much time do you want the car to be on each checkpoint (0 for not stopping). An...
- Sat Aug 02, 2014 2:08 am
- Forum: Mods
- Topic: [MOD 0.9.x] Pipe Dream
- Replies: 13
- Views: 16644
Re: [MOD 0.9.x] Pipe Dream
Just tested on 0.10.6. Still working. Although the 64 stack size is a little inconsistent.SHiRKiT wrote:Does this works with 0.10.x properly?
- Mon Jul 28, 2014 10:21 am
- Forum: Ideas and Suggestions
- Topic: Disconnect roboports from logistic network
- Replies: 20
- Views: 13060
Re: Disconnect roboports from logistic network
There could be an option on the roboport screen to create/select logistic networks. The difference would be that the robots inside such network don't search for items on the other network. However, the only situation where I thought this would be useful, was when I was trying to turrent-creep to bit...
- Mon Jul 28, 2014 10:14 am
- Forum: Implemented Suggestions
- Topic: allow replacing belts with splitters
- Replies: 25
- Views: 22403
Re: allow replacing belts with splitters
Very simple feature, and yes, this is something that it's done all the time. So +1
- Fri Jul 25, 2014 11:03 pm
- Forum: Duplicates
- Topic: [0.10.4] Segmentation Fault
- Replies: 10
- Views: 9987
Re: [0.10.4] Segmentation Fault
Same thing Windows x64. Gotta downgrade what a pity =/. Well the upgrade was all bugfixes, so it's not like we are going to miss new features :P Edit: BTW is there somewhere where we can download the patch files so we don't have to re-download the full game to downgrade? I have the installer for 10....
- Fri Jul 25, 2014 10:54 pm
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 46055
Re: Friday Facts #44 - Decision making
EXTERMINATE EXTEEEERMINAAAAAAAATE.
- Fri Jul 25, 2014 10:50 pm
- Forum: General discussion
- Topic: Why are the Factorio forums on a different domain?
- Replies: 3
- Views: 2025
Why are the Factorio forums on a different domain?
Wouldn't it make more sense for them to be under a subdomain? Or even a subdirectory? I mean, you are already nesting the forums on factorioforums.com/forum. So what's the point of getting another domain for that?
- Fri Jul 18, 2014 10:18 pm
- Forum: News
- Topic: Friday Facts #43
- Replies: 34
- Views: 28553
Re: Friday Facts #43
I'm really eager to try multiplayer!
- Sat Jul 12, 2014 12:33 am
- Forum: News
- Topic: Friday Facts #42
- Replies: 30
- Views: 25528
Re: Friday Facts #42
I never found any bugs myself so far, and if you didn't mentioned it I would have never noticed the shadows. I was too busy having fun.
- Wed Jul 09, 2014 1:41 am
- Forum: Ideas and Suggestions
- Topic: Underground layer for pipes and belts
- Replies: 8
- Views: 5128
Re: Underground layer for pipes and belts
I want to point also to two very old posts: https://forums.factorio.com/forum/viewtopic.php?f=6&t=1095 This is about bridges and in general about introducing "levels" or"layers". Forget about the details of that, but look at the main idea, that is still valid. https://forums...
- Wed Jul 09, 2014 1:35 am
- Forum: Ideas and Suggestions
- Topic: Extended radar range by placing them together or radar-plane
- Replies: 16
- Views: 10761
Re: Extended radar range by placing them together or radar-p
You guys just made me realize that the map has actually fog of war, and you only see the last thing you saw, or the last thing the radar saw. So I guess the radar is not that useless after all
- Wed Jul 09, 2014 1:32 am
- Forum: Implemented Suggestions
- Topic: Steam
- Replies: 2
- Views: 1492
Re: Steam
I think they are holding back until the game is closer to release, since after the release of the trailer they managed to get a lot of inflow of cash and they can continue to work without many worries for a quite a lot of time. Launching on Steam would cause an incredible amount of publicity, and it...