https://www.factorio.com/press-and-youtube
there is "official logo pack" with vector logo(s) inside. Take a peek and take it to your graphic designer
Search found 404 matches
- Mon May 28, 2018 10:08 pm
- Forum: General discussion
- Topic: factorio images request
- Replies: 2
- Views: 1583
- Sun Mar 25, 2018 11:33 pm
- Forum: General discussion
- Topic: communicating with others in main screen (or multiplay menu)
- Replies: 1
- Views: 844
Re: communicating with others in main screen (or multiplay menu)
It's an interesting idea to integrate it into the game. For now Factorio has got irc channel - there is plenty of active people at all times
IRC info: viewtopic.php?f=5&t=7273
IRC info: viewtopic.php?f=5&t=7273
- Tue Mar 13, 2018 3:54 pm
- Forum: General discussion
- Topic: Let's Talk about the Bitters A.I
- Replies: 5
- Views: 3091
Re: Let's Talk about the Bitters A.I
That is a coincidence, their ai is quite basic Still, even basic behaviors may seem complex and be fun.
- Sat Feb 17, 2018 12:10 pm
- Forum: General discussion
- Topic: Why not Qt?
- Replies: 5
- Views: 3392
Re: Why not Qt?
I'd say that QT is super heavy and not really suited for games - more for applications. Factorio needs just something light to do inputs/windowing, not a big framework you'd have to rewrite half of the game to fit into.
- Fri Feb 02, 2018 1:25 pm
- Forum: Gameplay Help
- Topic: Help with current bottle neck, please!
- Replies: 7
- Views: 3423
Re: Help with current bottle neck, please!
Robots are still pretty overpowered yeah, you have to plan for a crapton of roboports.
- Sun Jan 21, 2018 3:06 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 57020
Re: So... Let's talk about bots, and how to fix them properly...
What if there was an infinite research for max active robot count in one logistic area? It would allow small-scale fun while providing challenge when building big-scale installations (you'd have to split the factory into multiple smaller chunks if you wanna mass bots, not just throw enough bots into...
- Mon Jan 15, 2018 1:20 am
- Forum: General discussion
- Topic: Improving Logistic Bots - Cable Roads
- Replies: 4
- Views: 2245
Re: Improving Logistic Bots - Cable Roads
The part you're forgetting about is the player delivery. One of the main big features of bots is that they can resupply the player with whatever one needs quickly and on demand. As for the rest, it won't really nerf the bots - just build a dense net of those "poles" and it will be as it was.
- Wed Sep 13, 2017 6:12 am
- Forum: General discussion
- Topic: Best alternative to Allegro
- Replies: 6
- Views: 3128
Re: Best alternative to Allegro
I doubt, UE4 is 3d and factorio is 2d. Also, I'm worried about the performance.
- Tue Sep 12, 2017 4:30 am
- Forum: General discussion
- Topic: Best alternative to Allegro
- Replies: 6
- Views: 3128
Re: Best alternative to Allegro
Sfml or plain opengl, for a project of Factorio size rather opengl. For anything smaller, sfml.
- Mon Aug 28, 2017 4:06 pm
- Forum: General discussion
- Topic: Saying Hello and a feedback question
- Replies: 11
- Views: 3591
Re: Saying Hello and a feedback question
I in fact have suggested that for substations and it went into the game Substations now have 16 instead of 14 range and they span exactly one chunk now!
- Thu Aug 24, 2017 8:21 pm
- Forum: General discussion
- Topic: *Artificial Load* or something
- Replies: 5
- Views: 2237
Re: *Artificial Load* or something
Thanks, forgot about the link
- Thu Aug 24, 2017 7:59 pm
- Forum: General discussion
- Topic: *Artificial Load* or something
- Replies: 5
- Views: 2237
Re: *Artificial Load* or something
Creative Mode has got infinite power drain.
- Sun Aug 06, 2017 4:28 pm
- Forum: Railway Setups
- Topic: Force path recalculation
- Replies: 3
- Views: 5941
Re: Force path recalculation
To the top! I have struggled with that and gave up after not coming up with such simple idea. I see several places to apply that one, will be mandatory for my next base.
- Wed Jul 19, 2017 12:57 am
- Forum: General discussion
- Topic: [Poll] How should the enemies be called?
- Replies: 75
- Views: 27645
Re: So are we villain protagonists?
Come on! Factorio is perfect America simulator! Build walls and kill aliens to lay your hands on the oil. And of course pollute everything!
- Mon Jul 03, 2017 8:17 am
- Forum: Show your Creations
- Topic: Save Games
- Replies: 5
- Views: 4172
Re: Save Games
Mods are in the builtin mod portal (mods.factorio.com), but nothing for the savegames. You can look for in the forums though
- Sun Jul 02, 2017 8:44 pm
- Forum: General discussion
- Topic: [Feature Request] Ghost place things easily
- Replies: 3
- Views: 1588
Re: [Feature Request] Ghost place things easily
Well... Just read https://www.factorio.com/blog/post/fff-191 - planned for .16
- Thu Jun 29, 2017 7:33 am
- Forum: General discussion
- Topic: Construction network
- Replies: 8
- Views: 3645
Re: Construction network
For now, sadly nope.
- Wed Jun 28, 2017 2:24 pm
- Forum: General discussion
- Topic: Hello from a new player!
- Replies: 7
- Views: 2704
Re: Hello from a new player!
And one blue belt of iron/copper is not enough. 4 iron and 4 copper is barely.
BTW, check out the Factorio IRC! viewtopic.php?f=5&t=7273
BTW, check out the Factorio IRC! viewtopic.php?f=5&t=7273
- Tue Jun 27, 2017 8:10 am
- Forum: General discussion
- Topic: Smelters/Plastic need for full belt of blue circuits?
- Replies: 9
- Views: 6035
Re: Smelters/Plastic need for full belt of blue circuits?
you need roughly 3 belts of plastic and ~20 belts of both copper and iron for 1 full blue belt of processing units. Processing units are super expensive.
- Tue Jun 27, 2017 8:07 am
- Forum: General discussion
- Topic: Smelters/Plastic need for full belt of blue circuits?
- Replies: 9
- Views: 6035
Re: Smelters/Plastic need for full belt of blue circuits?
~24 blue lines of iron ore + ~15 blue lines of copper ore is 0.5 RPM factory if you use prod3 modules everywhere. I highly recommend using distributed train base on that scale