Search found 359 matches
- Thu Jun 19, 2014 1:38 pm
- Forum: Gameplay Help
- Topic: Controls
- Replies: 11
- Views: 2831
Re: Controls
If you can't pick up a full stack with left mouse button, your key may be unbound.
- Thu Jun 19, 2014 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Of Boilers & Pipes
- Replies: 10
- Views: 2789
Re: Of Boilers & Pipes
- snip - I don't want the Offshore Pump to use electricity ssilk, I want it to run on coal/wood/solid fuel/etc. So I just suggested letting the boiler do that, since physics wise, it would work. What Ssilk did was explain that the devs made a conscious decision about pump energy use, and why they c...
- Thu Jun 19, 2014 1:23 pm
- Forum: Ideas and Suggestions
- Topic: Underground
- Replies: 2
- Views: 1097
Re: Underground
It would be logic that the more expensive the belts are to produce the further they need to go in the underground! Underground train would take up a lot of space, as trains can't climb steep slopes. The gradient of real life train slopes is almost always under 2%. This means that to descent 5 metre...
- Thu Jun 19, 2014 10:29 am
- Forum: Implemented Suggestions
- Topic: Cloud based savegames
- Replies: 3
- Views: 1728
Re: Cloud based savegames
I have taken the .zip version, and put it in Dropbox, this way my mods are also synced. In your case it would require merging to have both mac and windows. But if I'm correct that's just the binary/executable of both versions in one folder.
- Tue Jun 17, 2014 1:17 pm
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 68904
Re: Version 0.10.0
Use the middle mouse button. You can set a filter just like you would in the hotbar.
- Mon Jun 16, 2014 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Consumption/Production / Electric Network Info / Power Meter
- Replies: 61
- Views: 23734
Re: Consumption/Production / Electric Network Info / Power M
Well, Electric demand satisfaction should be in the internal menu as well, as the top item. Then also add the electric demand satisfaction to the power window, And I do think it should be user friendly, but all suggestions I've seen besides just adding the satisfaction rating, IMO, won't make it an...
- Mon Jun 16, 2014 3:30 pm
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 307385
Re: You know you play Factorio too much when...
You look up the recipe and expect to find where you put that cake in the fridge.
- Mon Jun 16, 2014 8:46 am
- Forum: Ideas and Suggestions
- Topic: Consumption/Production / Electric Network Info / Power Meter
- Replies: 61
- Views: 23734
Re: Intuitive Power Meter.
There's already a meter that is simple enough: hover over any power pole, and it shows "electric demand satisfaction" in the tooltip. This is basically what you guys are proposing. As said in a previous topic about this, the meters are possibly badly labeled, but function like any meter in...
- Sun Jun 15, 2014 4:50 pm
- Forum: Technical Help
- Topic: update to 0.10 ?
- Replies: 3
- Views: 6799
Re: update to 0.10 ?
No problem, it's easily missed. Have fun
- Sun Jun 15, 2014 4:46 pm
- Forum: News
- Topic: Friday Facts #38
- Replies: 36
- Views: 27890
Re: Friday Facts #38
The only previous items serious enough to warrant a hotfix was not being able to play the game at all or a bug that made saved games unusable(although not every one of these got a hotfix). So we know a bit what they consider "game breaking enough" for a fast hotfix. Losses because somethin...
- Sun Jun 15, 2014 3:48 pm
- Forum: Technical Help
- Topic: update to 0.10 ?
- Replies: 3
- Views: 6799
Re: update to 0.10 ?
Enable "enable experimental updates" under options->other. Then restart the game. If everything is correct, this should prompt the update for 0.10
- Fri Jun 13, 2014 6:13 pm
- Forum: Ideas and Suggestions
- Topic: westwood style folding out buildings command and conquer
- Replies: 8
- Views: 3472
Re: westwood style folding out buildings command and conquer
It's about video memory though, not RAM. A lot of people still have 512MB VRAM(the absolute minimum required atm). And all sprites have to be loaded into the VRAM at game launch. Low gfx mode compresses sprites to lower-res so it can fit on cards that only have a small amount of VRAM.
- Fri Jun 13, 2014 11:43 am
- Forum: Balancing
- Topic: Possible balance issue: Electric energy / Effectivity
- Replies: 18
- Views: 18365
Re: Possible balance issue: Electric energy / Effectivity
Why couldn't effectivity be 100%? Quick question, since I learned physic in another language than english (and consequently can easily mix up term). Isn't effectivity 100% litteraly impossible by virtue of the thermodynamic laws ? Or there is another term for the % of energy effectively used for so...
- Fri Jun 13, 2014 10:38 am
- Forum: Balancing
- Topic: Possible balance issue: Electric energy / Effectivity
- Replies: 18
- Views: 18365
Re: Possible balance issue: Electric energy / Effectivity
As you already noted before, I'm no "engineer" type, apart from a bit of researching on my own. I believe that furnaces work with heat - and that heat is required to smelt the ore, remove the junk from the liquid metal, and let the "good things" cool, then export it in a solid s...
- Fri Jun 13, 2014 7:24 am
- Forum: General discussion
- Topic: Modules in Pumpjacks
- Replies: 16
- Views: 25053
Re: Modules in Pumpjacks
We can't verify your math if you don't show the calculations
- Thu Jun 12, 2014 5:30 pm
- Forum: Implemented Suggestions
- Topic: roboport sounds are very annoying
- Replies: 4
- Views: 2638
Re: roboport sounds are very annoying
Agreed, I modded all of the flying_robot_sounds to volume = 0.2 (found in prototype\entity\entities.lua, for those of you who also want this). This maybe makes it almost unhearable in everyday use, but it was really distracting me.
- Thu Jun 12, 2014 10:34 am
- Forum: Balancing
- Topic: Is fuel too strong
- Replies: 12
- Views: 17201
Re: Is fuel too strong
Still, if we assume the accumulators are (super)capacitors, the theoretical limit would still only be 50% efficient . This means that if you put in 100 J of energy into it, it can only output 50 J. I don't know wether this can be implemented(ie. modded) already, but I would like to see some loss in ...
- Thu Jun 12, 2014 7:25 am
- Forum: Balancing
- Topic: Radar scanning (and re-scanning) speed
- Replies: 35
- Views: 27496
Re: Radar scanning (and re-scanning) speed
Radar actually does revisit chunks after it's scanned the surroundings. And yes, it takes long. I think this was intended. If you want it different right now, I suggest modding it
Long-term radar behavior: https://forums.factorio.com/forum/vie ... f=5&t=3362
Long-term radar behavior: https://forums.factorio.com/forum/vie ... f=5&t=3362
- Wed Jun 11, 2014 9:00 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 18380
Re: 2^x vs y*10^x
Well, someone did. Otherwise we wouldn't have binary or functional computers todayssilk wrote:But non ever came to the idea to use base 2 for numerations or calculations.
It just didn't become the mainstream standard.
- Wed Jun 11, 2014 8:36 pm
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 24119
Re: "Free belt system" versus "belt circuit"
I don't think the solution lies in making long belts less attractive, but in making trains more attractive. I already love them, and I especially love the new "name your station" feature in 0.10, but it still needs some work to make it easier to manage and make people want to jump the hurd...