Search found 52 matches
- Tue Apr 22, 2014 8:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.* & 0.8.8] Major sound delay on Linux
- Replies: 31
- Views: 16597
Re: [0.9.* & 0.8.8] Major sound delay on Linux
Same problem here if pulseaudio is running. Is there a reason you use libasound instead of openal or sdl? *Edit: I see it uses allegro5. I found a workaround that fixes this for me: Create or edit /etc/allegro5rc and change the audio driver to oss: [graphics] driver=default [audio] driver=oss I trie...
- Sun Mar 30, 2014 2:05 am
- Forum: News
- Topic: Friday Facts #27 The roadmap
- Replies: 32
- Views: 27624
Re: Friday Facts #27 The roadmap
The only reason not to give a game more exposure is if the game is in a state that is not yet fun to play.
Factorio is fun to play right now.
It might not be what people expect if they are hoping for a completed game with a polished campaign but for an alpha game I say it's more than ready.
Factorio is fun to play right now.
It might not be what people expect if they are hoping for a completed game with a polished campaign but for an alpha game I say it's more than ready.
- Tue Mar 18, 2014 2:13 am
- Forum: Outdated/Not implemented
- Topic: Sex Machine
- Replies: 8
- Views: 7982
Re: Sex Machine
but my player IS a sex machine!
seriously though it would be good to have multiple avatars to choose from especially for multiplayer.
seriously though it would be good to have multiple avatars to choose from especially for multiplayer.
- Sat Mar 08, 2014 11:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Assembler graphic jitter
- Replies: 2
- Views: 976
[0.9.2] Assembler graphic jitter
At the default(?) zoom level I am seeing a weird horizontal jitter on the level 1 assembler animation.
https://www.dropbox.com/s/7q5gdoar22a1hch/fact1.mkv
https://www.dropbox.com/s/7q5gdoar22a1hch/fact1.mkv
- Tue Mar 04, 2014 6:11 am
- Forum: General discussion
- Topic: Games Modes / Settings and Feedback on 0.9.1
- Replies: 8
- Views: 5652
Re: Games Modes / Settings and Feedback on 0.9.1
Great ideas! I really like the bat idea although it seems more of an annoyance than a real threat. I'd like to see stronger night enemies though, something to really be afraid of at night when your system is already stressed for lack of solar power if you don't prepare for it.
- Fri Feb 28, 2014 2:59 am
- Forum: General discussion
- Topic: Are there any game like factorio?
- Replies: 9
- Views: 7573
Re: Are there any game like factorio?
Factorio is rather unique but it definitely has some similarities with minecraft/spacechem/openttd
I'm hoping Clockwork Empires will have a lot of logistical elements though it will likely be closer to dwarf fortress character management.
I'm hoping Clockwork Empires will have a lot of logistical elements though it will likely be closer to dwarf fortress character management.
- Fri Feb 28, 2014 12:15 am
- Forum: General discussion
- Topic: Multiplayer
- Replies: 22
- Views: 9100
Re: Multiplayer
I think you could still have competative play if it was made so players cant damage each other's buildings but instead race to get the highest tech. You could even have a 'pirate' alien that would attack whichever player didn't bribe them enough with certain materials. But really I'd be happy with j...
- Wed Feb 26, 2014 11:18 am
- Forum: General discussion
- Topic: Multiplayer
- Replies: 22
- Views: 9100
Re: Multiplayer
I've been looking forwad to multiplayer so much since the indiegogo campaign! Will there be a dedicated server? How will player death work, will they just respawn?
- Thu Feb 20, 2014 2:47 pm
- Forum: Archive
- Topic: [outdated] Production tree
- Replies: 12
- Views: 32416
Re: Production tree
Your image looks awesome but you should definitely not be distributing the game's assets with your source. Users only need to put factorio.dia in [Installation_Directory]\data\base\graphics and it will load the icons from their installation. I wondered about that but I wasn't sure how well it would...
- Thu Feb 20, 2014 4:05 am
- Forum: Archive
- Topic: [outdated] Production tree
- Replies: 12
- Views: 32416
Re: Production tree
Looks like you are making some good progress on the automated system!
Here's my hand drawn one with the dia source if anyone wants to play with it too:
http://i.imgur.com/qrEpXjb.png
Source factorio-chart.zip
Dia http://dia-installer.de
Here's my hand drawn one with the dia source if anyone wants to play with it too:
http://i.imgur.com/qrEpXjb.png
Source factorio-chart.zip
Dia http://dia-installer.de
- Sun Nov 24, 2013 9:36 pm
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 21272
Re: Combat system far too fast?
Why not swap lasers and gun turrets in the tech tree? Make lasers a bit weaker/shorter range and then make guns a bit stronger for later in the game when you can afford the ammo.
- Sun Nov 24, 2013 12:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.7.5] Train Schedule order
- Replies: 4
- Views: 13365
Re: [0.7.5] Train Schedule order
I'm not sure why you would want to add one to the front of the queue, generally if you have to change the schedule it's easier to remove all of them and then add new ones in the order you want. Another method might be to include a button to bump an order up or down in the list.
- Sat Nov 23, 2013 3:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.7.5] Train Schedule order
- Replies: 4
- Views: 13365
[0.7.5] Train Schedule order
I'm running 0.7.5 on debian testing.
When assigning stops to the train schedule it always adds the new stop /above/ the current one selected in the list rather than under it which makes it really difficult to get the order correct when you have more than 2 stops on the same line.
When assigning stops to the train schedule it always adds the new stop /above/ the current one selected in the list rather than under it which makes it really difficult to get the order correct when you have more than 2 stops on the same line.
- Fri Nov 22, 2013 8:57 pm
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 21272
Re: Combat system far too fast?
Changing the biter speed or damage would mean you'ld have to rebalance turrets and walls and such a bit but giving the player a lot more health is a great idea, it would give you more time to decide if you can stay and keep fighting or try to retreat.
- Wed Nov 20, 2013 10:28 pm
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 21272
Re: Combat system far too fast?
I don't find speed of enemies to be the problem so much as they just aren't that fun to fight offensively. I have to use hit and run tactics with my vehicle to slowly beat down their bases until I can afford enough weapon upgrades and even then if any of the big biters get too close I'm dead very qu...
- Mon Sep 30, 2013 9:46 pm
- Forum: Releases
- Topic: Version 0.7.0
- Replies: 110
- Views: 61856
Re: Version 0.7.0
Linux version has been released a moment ago. It is now available both as 32bit and as 64bit version. ... at least there was some good in marvin's build virtual machine failing :-) Awesome! Can't wait to try it :D *Edit: 32bit version updated and seems to run fine so far, I downloaded the 64bit ver...
- Fri Jun 21, 2013 12:24 am
- Forum: Releases
- Topic: Midterm goal
- Replies: 19
- Views: 23720
Re: Midterm goal
Do you know that first versions of Minecraft had no multiplayer whatsoever? And yet Minecraft became quite a boom even at that time. Sure multiplayer made it even more popular. My point was multiplayer was added in the early alpha versions before most of the crafting mechanics were in place which a...
- Thu Jun 20, 2013 12:41 pm
- Forum: Releases
- Topic: Midterm goal
- Replies: 19
- Views: 23720
Re: Midterm goal
If funds weren't the main issue I would say stick with multiplayer first as it tends to bring in more players in the long run and makes the gameplay better than trying to tack it on later. I don't think a game like minecraft would be the hit it is if it didn't have multiplayer built into it early on...
- Tue Mar 12, 2013 1:07 pm
- Forum: Ideas and Suggestions
- Topic: Some ideas
- Replies: 4
- Views: 9723
Re: Some ideas
If/when walls are introduced you likely wouldn't need so many turrets.
- Sun Mar 10, 2013 6:43 pm
- Forum: Ideas and Suggestions
- Topic: Consumables chart
- Replies: 7
- Views: 15000
Consumables chart
I made a quick chart of the major consumable resources. http://i.imgur.com/YaBmhsX.jpg It seems once you have your main lines for copper and iron set to making circuits you are pretty well set for everything else. I think it would be a lot more fun if when new items are added to the game it branches...