Search found 99 matches
- Fri Oct 18, 2013 3:37 pm
- Forum: Maps and Scenarios
- Topic: OVERKILL Chalenge 2.0 [0.7.2]
- Replies: 17
- Views: 23248
OVERKILL Chalenge 2.0 [0.7.2]
THE OVERKILL CHALENGE 2.0 NEW : ingame shop prices : Shotgun : 11 G Flametrower : 31 G, 10 P Rocked : 31 G, 5 Y Railgun : 41 G, 11 P Machine gun : 6 G Capsules : 6 G, 2 Y Granades : 11 G Robots : 31 G, 15 Y ARMOR MK0 : 11 G, 3 Y ARMOR MK1 : 31 G, 8 Y ARMOR MK2 : 41 G, 21 Y G = green circuit P = adv...
- Fri Oct 18, 2013 1:12 pm
- Forum: Releases
- Topic: Version 0.7.2
- Replies: 8
- Views: 15608
Re: Version 0.7.2
NEW version , can't wait to find new bugs (i hope to find non).
Good job on the bugfixes !
Good job on the bugfixes !
- Fri Oct 18, 2013 12:57 pm
- Forum: Balancing
- Topic: [0.7.1] energie shield MK II
- Replies: 0
- Views: 3814
[0.7.1] energie shield MK II
very simple i think the energie shield MK II sould have more recharge speed then the MK I, so about 8 or 10 instead of 6 (since it IS and sould be an upgrade)
post what you think of it
post what you think of it
- Thu Oct 17, 2013 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Equipment that increases inventory size
- Replies: 2
- Views: 2490
Equipment that increases inventory size
i was thinking about an upgrade for the modular armor, a storage unit (so the player can carry more)
it can be opened when the armor is worn, and when the assigned key is pressed.
let me know what you think, (and if you have other ideas for the modular armor feel free to post)
it can be opened when the armor is worn, and when the assigned key is pressed.
let me know what you think, (and if you have other ideas for the modular armor feel free to post)
- Thu Oct 17, 2013 9:12 am
- Forum: Show your Creations
- Topic: Automated Research Fort
- Replies: 7
- Views: 12327
Re: Automated Research Fort
dubble wals would be cool indeed but the thing is i have 0 pollution so don't get attacked at all
- Wed Oct 16, 2013 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.1] Eficency module inside electric furnace bug
- Replies: 4
- Views: 1424
Re: [0.7.1] Eficency module inside electric furnace bug
I wasn't able to reproduce it with similar setup, but I will try to do exactly the same. i had the same problem, sometimes it got gliched and other times it did nothing i think it can pe re-produced by setting up everything first (all the buildings and modules) and then remove a electricety pole an...
- Wed Oct 16, 2013 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.1] Eficency module inside electric furnace bug
- Replies: 4
- Views: 1424
Re: [0.7.1] Eficency module inside electric furnace bug
bump :
anyone got any idea how to fix this ?
or at least whats wrong...
anyone got any idea how to fix this ?
or at least whats wrong...
- Wed Oct 16, 2013 11:46 am
- Forum: Show your Creations
- Topic: Automated Research Fort
- Replies: 7
- Views: 12327
Automated Research Fort
I think i finaly have made a very eficient research lab :
let me know what you think of it, or how to improve it
(labs can be extended to the left, supplies come in at the right by train or something else)
let me know what you think of it, or how to improve it
(labs can be extended to the left, supplies come in at the right by train or something else)
- Tue Oct 15, 2013 7:06 pm
- Forum: Modding help
- Topic: Power Consumption without production?
- Replies: 7
- Views: 4222
Re: Power Consumption without production?
some machines use power even when not active so if you have for exsample :
15W and it only uses 1,5w (becaus it doesnt do anything) you sould make it use 150 W when active so it uses 15 W inactive
i hope this was usefull
15W and it only uses 1,5w (becaus it doesnt do anything) you sould make it use 150 W when active so it uses 15 W inactive
i hope this was usefull
- Mon Oct 14, 2013 11:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.1] Eficency module inside electric furnace bug
- Replies: 4
- Views: 1424
[0.7.1] Eficency module inside electric furnace bug
if you put 2 eficency modules inside a electric furnace and also put a mining drill on the same electric grid you'll get negative power. http://i.imgur.com/jnlBAEk.png?1 This is all ther is to the electrical network : 4 x acumilator 8 x solar pannel 2 x mining drill (whit 3 x eficency module each) 3...
- Mon Oct 14, 2013 3:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.1]Basic modular armor bug
- Replies: 1
- Views: 800
[0.7.1]Basic modular armor bug
When i put my "Basic modular armor" in a chest and i try to open the interface of the armor it craches my game
(I tryed it multiple times im sure its the armor that causes it)
hope you guys can fix it
(I tryed it multiple times im sure its the armor that causes it)
hope you guys can fix it
- Sun Oct 13, 2013 9:21 pm
- Forum: Releases
- Topic: Version 0.7.1
- Replies: 44
- Views: 36188
Re: Version 0.7.1
Ther is a key that cycles trough your guns : "Q" (you can change it to any key in the options)ssilk wrote:In some shooters you normally have at "1" the pistols and when you continue to press 1 you select through your pistols. Simple. Everyone understands that!
- Sun Oct 13, 2013 7:46 pm
- Forum: News
- Topic: Random Ramblings #6
- Replies: 4
- Views: 10101
Re: Random Ramblings #6
So recently we figured out an interesting fact. There is almost always someone working on Factorio. and all the people who ofcourse play the game and try to find gliches and stuff, and the people who are making mods :P also i would love to see the download numbers after factorio is released on stea...
- Sun Oct 13, 2013 7:04 pm
- Forum: General discussion
- Topic: what happens if i stop polluting ?
- Replies: 9
- Views: 10224
Re: what happens if i stop polluting ?
i kinda have the same problem. i researched the car technology and drove it around to explore the map. in the areas were i drove ther still is polution that won't disapear (and its about 2 houre ago since i drove ther (real-time)) maby becaus ther are not alot of trees ther ? i tought pollution woul...
- Sun Oct 13, 2013 6:48 pm
- Forum: Off topic
- Topic: Other Games
- Replies: 4
- Views: 11210
Re: Other Games
SpaceChem. http://www.spacechemthegame.com/ Btw: I would LOVE, if planned refining worked a bit like this. Very much easier of course. For example having two sorts of input, which need to be in the right ratio, and heated to the right point. that game is awsome (haven't played it for months tough.....
- Sun Oct 13, 2013 6:05 pm
- Forum: Releases
- Topic: Version 0.7.1
- Replies: 44
- Views: 36188
Re: Version 0.7.1
gamer logic : we all know that 1-0 means 1234567890ficolas wrote:I'd prefer 1-0 and 0 for the normal hotbar and shift+1-0 for the toolbelt.
And with 1-0 I mean 1-9 and 0
- Sun Oct 13, 2013 5:56 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
- Replies: 112
- Views: 66049
Re: [MOD 0.7.1] Industrio V0.3 - Updated 10/13
Well its a good mod and... just take those 5 sec. to let him know you apriciate his work !Why AdFly ?
looking forward to future updates
Ps : i beleave someone had a download counter on his mod (forgot who) maby use that to ?
- Sun Oct 13, 2013 3:38 pm
- Forum: Ideas and Suggestions
- Topic: Scrap Cleanup
- Replies: 6
- Views: 5962
Re: Scrap Cleanup
the "remove scrap buildings" part is a very good idea +1
about the "item giveback" part im not to sure if that is a good idea,
walls for exsample they cost 5 stone brick if you would give 20% back it wouln't feel like a "loss" when you get attacked
still tough +1
about the "item giveback" part im not to sure if that is a good idea,
walls for exsample they cost 5 stone brick if you would give 20% back it wouln't feel like a "loss" when you get attacked
still tough +1
- Sun Oct 13, 2013 2:23 pm
- Forum: News
- Topic: Random Ramblings #5
- Replies: 13
- Views: 22461
Re: Random Ramblings #5
(i havn't realy played the blueprint mod but) i think little building robots are just awsome, immagine 4 robot moving around SLOWLY placeing buildings here and ther. i think that would be way cooler to have then just a coppy-paste-wait option whit blueprints, or how about blueprints that you can ins...
- Sun Oct 13, 2013 2:16 pm
- Forum: Releases
- Topic: Version 0.7.1
- Replies: 44
- Views: 36188
Re: Version 0.7.1
it would be cooltough if you could use "0-6" and "shift 0-6" to use the 2nd toolbar whitout having to press "x"