Search found 53 matches
- Fri Mar 04, 2016 6:12 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 206516
Re: Friday Facts #128 - Back down to earth
Loaders, well yes. I can see them replace a some belt systhems, yes. But that hasn't to be a bad thing and could be somewhat countered by ramping up the build and power in use cost for un-Loaders and also only let them function with chests, no in and out of factorys or Cargo Wagons. In terms of bein...
- Fri Feb 05, 2016 7:10 pm
- Forum: News
- Topic: Friday Facts #124 - Steam Status I
- Replies: 121
- Views: 108206
Re: Friday Facts #124 - Steam Status I
I do have a question, if all the membership tiers will be merged into one "Have it all" basic pack wich is quivalent to the upcoming version sold on Steam. Will existing accounts on the Factorio site still refer to the old Tiers we once had. Or will they completely vanish into thin air, de...
- Sat Oct 31, 2015 1:43 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181385
Re: Bob mods for 0.12
I'm getting Unknown key: "autoplace-controll-names.bauxite-ore" etc for all bob's mods item names in factorio 0.12.11. Is anyone else running into this issue? It's a known issue with Factorio 0.12.11. It only happens if you run out of zip files. if you extract these into folders instead i...
- Sat Jan 31, 2015 12:28 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191289
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Man I'm feeling dumb right now, I totaly forgot hat. I should had play on instead of freaking out and starting permanently new test maps ...
- Sat Jan 31, 2015 3:40 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191289
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Hi guys, I having the weird issue that spiter spawner nests created by RSO spawn normal biters ? - I first used the 1.0.2 self modified for spiter spawner. Spiter nests where created but after a while i noticed that there are only normal biter mobs running at me. - Then I used the 1.0.5 from this th...
- Tue Jan 27, 2015 6:12 am
- Forum: General discussion
- Topic: The most useless thing in game.
- Replies: 76
- Views: 37549
Re: The most useless thing in game.
What about Handgrenades ? I never used them at all.
- Sat Jan 10, 2015 7:58 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 40809
Re: Friday Facts #68 The trains
Oh man I'm already loving it to play arround with trains but all those upcomming features related to them getting me SOOOOOOOOOOOoooooo much exited. I mean Oil wagons, amasing Pre-Signals and maybe some more train logic like wait until full/empty etc... that just sounds so awsome that I want to play...
- Fri Jan 02, 2015 9:46 pm
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 29651
Re: Friday Facts #67 - Happy new year
Well always nice to hear about upcomming performance improvements
- Fri Dec 12, 2014 7:32 pm
- Forum: Releases
- Topic: Version 0.11.6
- Replies: 51
- Views: 49657
Re: Version 0.11.6
Thank you so much, it was a bit annoying that spitters could devastate any early defences that one had build.kovarex wrote:
- The range of all spitters have been set to 15, so they don't outrange the gun turrets.
BTW: why exactly does the tank SMG not get the speed research Bonus ?
- Mon Dec 08, 2014 2:43 pm
- Forum: Modding help
- Topic: [technology-description]
- Replies: 1
- Views: 968
[technology-description]
Hi there More than a year ago, when i first tried to mod something, I encountered a problem with technology-descriptions they just don't apear in game. Uptdating my old files i ran into the same issue again. Naming items entitys and describing them works just fine even technology names do. So why th...
- Fri Nov 21, 2014 7:16 pm
- Forum: General discussion
- Topic: Long distance transport
- Replies: 31
- Views: 17931
Re: Long distance transport
As already said the advantage of trains are that they can carry you too (wich will come verry handy if you play on low resource maps and new mining posts are more far away) and with blueprints its almost no problem to quickly set up new trainstations. The disadvantage in trains for now is the lack o...
- Fri Oct 31, 2014 6:21 pm
- Forum: Releases
- Topic: Version 0.11.0
- Replies: 81
- Views: 98736
Re: Version 0.11.0
As always nice work you guys. I am looking forward to play on Coop with some of my friends tomorrow, but for now i am eager to play just the new version. As much as i love the new gates the tank is kinda disappointment. Don't get me wrong it totally maks fun to play with it arround but it couln't ha...
- Fri Oct 17, 2014 6:25 pm
- Forum: Releases
- Topic: Version 0.10.12
- Replies: 37
- Views: 52117
Re: Version 0.10.12
Screw Multiplayer i want that tank.
- Fri Sep 26, 2014 9:06 pm
- Forum: News
- Topic: Friday Facts #52 - Ups and Downs
- Replies: 32
- Views: 26755
Re: Friday Facts #52 - Ups and Downs
Me too ... I hope that the tanks won't turn out to be to weak for Big Biters.aRatNamedSammy wrote:so impatient to see and try for the tank ..
- Sat Mar 08, 2014 2:04 am
- Forum: Releases
- Topic: Version 0.9.2
- Replies: 24
- Views: 27086
Re: Version 0.9.2
I Would like to see them added in 9.3 ^^kovarex wrote: 90 degrees inserters
- Tue Feb 04, 2014 11:48 pm
- Forum: General discussion
- Topic: 0.9
- Replies: 31
- Views: 12391
Re: 0.9
Um 14/2
Think twice about it, you may get in trubble with some disapointet girls who expected you to do something special for them instead of playing Factorio the whole day.
just a advice ^^
Think twice about it, you may get in trubble with some disapointet girls who expected you to do something special for them instead of playing Factorio the whole day.
just a advice ^^
- Tue Jan 07, 2014 3:05 pm
- Forum: Resolved Problems and Bugs
- Topic: flickering big map
- Replies: 12
- Views: 6467
Re: flickering big map
Is there realy no way to rise the limit of 120 cunhks per second ? I realy like the idea to hold my borders under radar vision. I mean the still do their job but every new radar will slow all other down more an more. and it looks like..... http://s14.directupload.net/images/140107/nvlcktlg.png Savga...
- Tue Jan 07, 2014 2:41 pm
- Forum: Ideas and Suggestions
- Topic: Radars are lying
- Replies: 23
- Views: 10484
Re: Radars are lying
I always use The latest version available. (8.6 right now) thanks for the link you posted too the other thgread didn't noticed that one before. So i got this I would like to make clear that in fact, this is not a bug but intended behavior. To make sure the game runs smoothly enough, we limited the c...
- Tue Jan 07, 2014 5:02 am
- Forum: Ideas and Suggestions
- Topic: Radars are lying
- Replies: 23
- Views: 10484
Re: Radars are lying
Initialy i had the same idea as SilverWarrior But i Discovert a whole diverent Problem, after placing more then 20 radars their active zone are getting some flickering shadow spots. At 40 Radars their "active" zone is reduced to a few cunks while the remaning chunks covert with kinda fog o...
- Mon Dec 23, 2013 11:24 am
- Forum: Modding help
- Topic: Simple Wood Logger
- Replies: 11
- Views: 3675
Re: Simple Wood Logger
because i tought it has to be ?
don't get me wrong i prefer code examples rather more than explanations because code always speaks for itself, i only fear that i end up in coping your code one by one instead of developing it self.
don't get me wrong i prefer code examples rather more than explanations because code always speaks for itself, i only fear that i end up in coping your code one by one instead of developing it self.