lol that dog reminds me of that meme... such fun, so wow, realy flappyssilk wrote:http://www.dogetek.co/game/
Search found 99 matches
- Tue Feb 11, 2014 4:01 pm
- Forum: Off topic
- Topic: The other way to make games
- Replies: 8
- Views: 17528
Re: The other way to make games
- Tue Feb 11, 2014 3:14 pm
- Forum: Texture Packs
- Topic: Graphics pack
- Replies: 9
- Views: 30767
Re: Graphics pack
those are some REALY nice graphics !!! but i cant unsee the big reactor thing and the storage bunker (above the melting pot) are slightly more pointing to the screen then all the other graphics (so it creates the illusion that they are not standing on flat ground), or this is just me looking to long...
- Tue Feb 11, 2014 2:30 pm
- Forum: Modding help
- Topic: Errors
- Replies: 9
- Views: 3622
Errors
Factorio Modding Errors - Feel free to post any problems you have here and i will add them to the Error list. - If you have a solution to a problem please post it and i will add it to the solution list. - I will also post any problems / sollutions i have here. Please participate so we can solve mea...
- Sun Feb 09, 2014 12:26 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 123445
Re: [MOD 0.8.x] AdvancedEquipment v0.2.1
OMG dat graphics O_O, this looks just awsome (and OP )!!
But its nice to have a chance not to get killed
But its nice to have a chance not to get killed
- Thu Nov 14, 2013 11:52 pm
- Forum: Gameplay Help
- Topic: Limit production with Logistics system?
- Replies: 13
- Views: 20331
Re: Limit production with Logistics system?
you could use this : http://i.imgur.com/IkA0Xvb.png every time an item passes it "counts" it and when a serten number is produced it will stop the production the 2 smart insterters on the left both have : if "ammo" > 1 then "insert" the smart insterter on the right has ...
- Thu Nov 14, 2013 11:28 pm
- Forum: Implemented Suggestions
- Topic: Doors/Gates
- Replies: 7
- Views: 9380
Re: Doors/Gates
bump,
also how about a gate that is Always open but when an enemy goes trough it, it shocks them (when powerd ofcource)
also how about a gate that is Always open but when an enemy goes trough it, it shocks them (when powerd ofcource)
- Thu Nov 14, 2013 11:10 pm
- Forum: General discussion
- Topic: Idea: Factories
- Replies: 38
- Views: 26759
Re: Idea: Factories
- no wiring needed. Inside the factory everything is connected to multichannel-wires. what if i need more then 2 channels ? like this : https://forums.factorio.com/forum/viewtopic.php?f=8&t=1606 i think ther sould be 4 poles in every corner to put wires to or have make electric poles placeable ...
- Sat Nov 09, 2013 6:24 pm
- Forum: News
- Topic: Friday Facts #7
- Replies: 2
- Views: 8423
Re: Friday Facts #7
WOW ! that new terrain looks just awsome, especialy the mounten parts !
also cant wait to have commant over a robot army >:D
looking forward to 8.0
also cant wait to have commant over a robot army >:D
looking forward to 8.0
- Fri Nov 08, 2013 12:16 am
- Forum: Modding help
- Topic: 2 types?
- Replies: 6
- Views: 2546
Re: 2 types?
you could use a smart inserter to only let the assembly machine work if the required value for the smart inserter is true.
so you basicly just conected an asembly machine to the logic network
so you basicly just conected an asembly machine to the logic network
- Fri Nov 08, 2013 12:07 am
- Forum: News
- Topic: Random Ramblings #9
- Replies: 8
- Views: 16260
Re: Random Ramblings #9
#6 you spawn with a car and in 20 sec. an army of bitters will come at you. and you have to drive for your life to a safe base with 100 laser turrets and then do some objective, like destroying 5 bitter bases to get payback (you could also learn the player about basic power armor)
- Thu Nov 07, 2013 12:16 pm
- Forum: Ideas and Suggestions
- Topic: train exspention
- Replies: 5
- Views: 3767
Re: train exspention
I really think that train fuelling should be changed, but it doesnt necesarilly need to be worse than fueling is now, ecause if there are some special stuff made for it (a machine with water connection, coal inventory and that is a rail :D 3 in one), it could be even easier. Also the locomotive is ...
- Thu Nov 07, 2013 12:03 pm
- Forum: Ideas and Suggestions
- Topic: Logics
- Replies: 3
- Views: 2674
Re: Logics
Wou can allways place two poles and have more than one logistic network. yh that was the sollution that im using now, but 10 seperded poles next to each other are kinda a pain in the ass if you want to follow 1 wire here is an exsample of what i mean : https://forums.factorio.com/forum/viewtopic.ph...
- Mon Nov 04, 2013 9:58 am
- Forum: Ideas and Suggestions
- Topic: Logics
- Replies: 3
- Views: 2674
Logics
While playing factorio i had a little problem :
the amount of logic wires that can be placed on 1 pole.
2 sepered signals is just not enough in some cases so i suggest the following :
blue, black and white wires. this sould make some logic structures allot easyer to build.
the amount of logic wires that can be placed on 1 pole.
2 sepered signals is just not enough in some cases so i suggest the following :
blue, black and white wires. this sould make some logic structures allot easyer to build.
- Fri Nov 01, 2013 6:54 am
- Forum: Combinator Creations
- Topic: Two Logic Circuits (Without Combinators!)
- Replies: 2
- Views: 7327
Re: More logic
You mean with "input", the upper chest? I ask, because of the icons over the chests I cannot clearly see, what is what. Why is the left part so complicated? And what is the programming of the green inserters? the red chest is were you put in the amount of "defender capsules" the...
- Thu Oct 31, 2013 5:01 pm
- Forum: Combinator Creations
- Topic: Two Logic Circuits (Without Combinators!)
- Replies: 2
- Views: 7327
Two Logic Circuits (Without Combinators!)
i love how everything can be automated in factorio so hereis more Logic to automate even more stuf : - The requester Gives the same amount of "requested-item" as the amount of "set-item" in the provider chest in this case the "red-bottle" is the "requested-item&quo...
- Thu Oct 31, 2013 2:40 pm
- Forum: Implemented Suggestions
- Topic: Some small issues map editor
- Replies: 5
- Views: 4314
Re: Some small issues map editor
WE NEED THIS SOOOOOO MUCH !!!!!!!
(especialy the green/red wires)
(especialy the green/red wires)
- Thu Oct 31, 2013 12:03 am
- Forum: Ideas and Suggestions
- Topic: Electricity for logistic robots and transport belts
- Replies: 11
- Views: 6024
Re: Electricity for logistic robots and transport belts
they are a target in 0.7.4 and above i beleave.Psycho0124 wrote: Maybe make belts a target for biters since they move and would make noise?
- Wed Oct 30, 2013 11:25 pm
- Forum: Ideas and Suggestions
- Topic: Electricity for logistic robots and transport belts
- Replies: 11
- Views: 6024
Re: Electricity for logistic robots and transport belts
im not 100 % sure about this. since you are on an plannet were (again not 100 % sure) is no air, and or no windDakkanor wrote: The idea of windmills is pretty good,
so windmills.... i don't know if its realy a good idea.
- Wed Oct 30, 2013 11:02 pm
- Forum: Not a bug
- Topic: Health bar behind other buildings
- Replies: 8
- Views: 7581
Re: Health bar behind other buildings
i can't wait i have read allot about the new robots and im realy exsited !kovarex wrote:We have logistic robots and following destroyer robots, repair/building robots are probably just behind the cornerMath3vv wrote:auto repair over time ?
- Wed Oct 30, 2013 10:56 pm
- Forum: Ideas and Suggestions
- Topic: train exspention
- Replies: 5
- Views: 3767
train exspention
just an random idea that poped up in my mind while reading the bugpost about water flow : -locomotives would need water + coal, or steam to ride, -locomotives get a smal bar in the GUI that indicates how much water and steam ther is inside -locomotives could be filled with water with a new sort of p...