Look at their last post in this forum. It explains it.ssilk wrote:It can only be recommended, to use the wiki for maintaining that, cause the forum forgets the changes, the wiki not.
https://forums.factorio.com/wiki/inde ... le=Roadmap
Search found 77 matches
- Fri Sep 25, 2015 3:46 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1004038
Re: Factorio Roadmap for 0.12 + 0.13
- Fri Sep 18, 2015 8:23 pm
- Forum: News
- Topic: Friday Facts #104 - Deadlines ahead
- Replies: 63
- Views: 47725
Re: Friday Facts #104 - Deadlines ahead
The new technology icons are amazing. And id that is the first version, I just can't imagine how awesome the final ones will be.
- Sat Sep 12, 2015 3:02 pm
- Forum: Ideas and Suggestions
- Topic: "Play from here" option when watching a replay
- Replies: 1
- Views: 2220
Re: "Play from here" option when watching a replay
I like this idea. I hope it would be implemented.
- Sat Sep 12, 2015 12:11 pm
- Forum: News
- Topic: Friday Facts #103 - Prototyping ahead
- Replies: 42
- Views: 39113
Re: Friday Facts #103 - Prototyping ahead
The new furnace looks amazing!
- Sat Sep 12, 2015 12:08 pm
- Forum: Combinator Creations
- Topic: Combinator based Computer that calculates Prime Numbers
- Replies: 14
- Views: 41831
Re: Combinator based Computer that calculates Prime Numbers
How long did you need to make it?
- Fri Sep 04, 2015 4:59 pm
- Forum: News
- Topic: Friday Facts #102 - Getting close
- Replies: 32
- Views: 36011
Re: Friday Facts #102 - Getting close
The power switch looks great + it will be very useful in the game.
- Wed Jul 15, 2015 9:33 pm
- Forum: General discussion
- Topic: Unofficial Factorio soundtrack
- Replies: 3
- Views: 5652
Re: Unofficial Factorio soundtrack
Check this mix of the Factorio trailer and "POWERHOUSE": http://crossfade.io/#!/c79vnomeey
And also this mix of the trailer and "In the Hall of the Mountain King": http://crossfade.io/#!/ej5j3o8dib
I prefer the first one.
And also this mix of the trailer and "In the Hall of the Mountain King": http://crossfade.io/#!/ej5j3o8dib
I prefer the first one.
- Fri Jul 10, 2015 8:26 pm
- Forum: News
- Topic: Friday facts #94 - No 0.12 Release today
- Replies: 116
- Views: 70240
- Fri Jul 10, 2015 4:51 pm
- Forum: General discussion
- Topic: 0.12 status
- Replies: 41
- Views: 21567
Re: 0.12 status
Me right now:
https://www.youtube.com/watch?v=umDr0mPuyQc
https://www.youtube.com/watch?v=umDr0mPuyQc
- Fri Jun 05, 2015 5:03 pm
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 60153
Re: Friday Facts #89 Timetables
Of course there would also have to be some sort of Priority system and a more thought through resistance system so that you actually have to mix various turret types and use the priority system so that each turret works more efficient. I have an idea for this. It's in described in this topic: https...
- Fri May 22, 2015 4:35 pm
- Forum: News
- Topic: Friday Facts #87 - Visitors
- Replies: 40
- Views: 35267
Re: Friday Facts #87 - Visitors
I really kike the way paths look, but I was wondering do the tiles for the path behave as a building (wall, assembly machine, etc) or as something else? Could you have rails(or walls, gates, etc) on top of the path?
- Fri May 01, 2015 10:39 am
- Forum: Translations
- Topic: Slavic languages translation thread
- Replies: 8
- Views: 21802
Re: Slavic languages translation thread
In Bulgarian I translated it as "Прост излъчвач" - "Simple broadcaster".
- Fri May 01, 2015 10:33 am
- Forum: Translations
- Topic: Names for the inserter
- Replies: 12
- Views: 27023
Re: Names for the inserter
Yeah, I think that will help a lot.Cordylus wrote:I think we should make a separate thread for the Slavic languages. I think it will be very helpful for the some names.
- Wed Apr 22, 2015 9:28 pm
- Forum: Ideas and Suggestions
- Topic: Uses for labs in the late late game for calculating orbits
- Replies: 15
- Views: 6253
Re: Uses for labs in the late late game for calculating orbits
Yup, got the feeling this thread got sidetracked by unrelated ideas. The OPs idea is somethink I like - cleverly done and well integrating. It will also mean the first launch of a rocket after you got the tech will get postponec, because who will launch something this expensive with an 20% success ...
- Wed Apr 22, 2015 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Uses for labs in the late late game for calculating orbits
- Replies: 15
- Views: 6253
Re: Uses for labs in the late late game
I must admit I have, after maybe 400+ hours vanilla, decided to use 2 mods , among which infinite search (as long as the endgame content is still in developpment). This suggestion is really nice, to be able to indefinitely improve one - or more - aspects of endgame once all the standard research fi...
- Wed Apr 22, 2015 1:51 pm
- Forum: This Forum
- Topic: Inserter rank
- Replies: 5
- Views: 10794
Re: Inserter rank
I cleared cached images and it still like that:FishSandwich wrote:Looks fine to me. Maybe your browser cached the image and isn't loading the newer one?
- Wed Apr 22, 2015 1:10 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 165726
Re: Count to 1,000,000
Year 264 (CCLXIV) was a leap year starting on Friday. At the time, it was known as the Year of the Consulship of Gallienus and Saturninus.
- Wed Apr 22, 2015 1:05 pm
- Forum: Balancing
- Topic: Evolution and turrests
- Replies: 16
- Views: 26151
Re: Evolution and turrests
Changing their resistance types dynamically would require a whole new logic system to be added to the game. An easier solution would be to simply add laser resistance to the biters. I agree with this. Currently Large Biters have 8 Resistance to Physical, so presumably Medium Biters have 3 or so. Bu...
- Wed Apr 22, 2015 12:04 pm
- Forum: This Forum
- Topic: Inserter rank
- Replies: 5
- Views: 10794
Inserter rank
Why is the image for the inserter rank not updated?
- Wed Apr 22, 2015 11:29 am
- Forum: Balancing
- Topic: Evolution and turrests
- Replies: 16
- Views: 26151
Re: Evolution and turrests
What is the reason for this? I mean, why is this really needed? Because gun turrets are too weak? That is wanted by the devs, they want, that the gun turrets is not as strong as the laser. The gun turrets will still be weaker than laser turrets. It will just create (without explicitly forcing it) m...