Search found 278 matches
- Wed Feb 13, 2013 8:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved - hopefully] www.factorio.com is dead ?
- Replies: 29
- Views: 17944
Re: www.factorio.com is dead ?
I think it might be your ISP doing something -- it's working for me. Can you reach the HTTPS version?
- Wed Feb 13, 2013 8:48 pm
- Forum: Show your Creations
- Topic: Mega Factory
- Replies: 10
- Views: 15167
Re: Mega Factory
Diego, I picked up your save and now I know why your nick includes the word "Unreal", 'cause that was what I came away with! That is a *beautiful* factory; I had so much fun just messing around in it and making purple science packs for the labs.
Truly exceptional, thank you for posting it.
Truly exceptional, thank you for posting it.
- Wed Feb 13, 2013 8:40 pm
- Forum: Implemented Suggestions
- Topic: Technical: Allow selection of video card
- Replies: 10
- Views: 11861
Re: Technical: Allow selection of video card
Nvidia Control Panel > Manage 3D Settings > Program Settings > Select a program to customize. That is where the program-specific settings live, yes. There's nothing in there about "use this GPU", although I could set it to single-display performance mode if I wanted to break my setup even...
- Wed Feb 13, 2013 5:26 pm
- Forum: Modding discussion
- Topic: [GUIDE] Level Creating and Modding
- Replies: 47
- Views: 28835
Re: Guide for Level Creating and Modding
Well, the player *is* an entity, it does have coordinates:
I haven't played with Lua in a while, but that should be in the right ballpark.
Code: Select all
var thePlayer = game.getPlayer()
-- thePlayer is at thePlayer.position.x by thePlayer.position.y
- Wed Feb 13, 2013 5:07 pm
- Forum: Implemented Suggestions
- Topic: Technical: Allow selection of video card
- Replies: 10
- Views: 11861
Re: Technical: Allow selection of video card
You might be remembering something from an older nVidia control panel -- I thought that kind of control existed, too, but it doesn't. Setting the primary display does nothing to the video card order (which is fetched by OpenGL or DirectX in whatever order the hardware abstraction layer hands them ov...
- Wed Feb 13, 2013 5:48 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved] Page name & redirects
- Replies: 6
- Views: 5759
Re: [Suggestion] Website page name
Well, here's an immediate problem: the forum is setting cookies for the kovarex.com domain, and then is surprised when it's not getting the cookies back on factorioforums.com. This makes it generate all links with the session id in them, which is not a good thing, but it beats the alternative of hav...
- Wed Feb 13, 2013 5:39 am
- Forum: Implemented Suggestions
- Topic: Small suggestions collected from the bug reports
- Replies: 0
- Views: 2894
Small suggestions collected from the bug reports
(in no particular order, i.e. the order I found them in) Inserter behaviour should be configurable (insert minimum, insert maximum). First seen in Inserter to Boiler issues . Pipes (at least) should have a more obvious way of checking the liquid pressure inside. First seen in Steam engines and under...
- Wed Feb 13, 2013 5:09 am
- Forum: Implemented Suggestions
- Topic: Technical: Allow selection of video card
- Replies: 10
- Views: 11861
Re: Technical: Allow selection of video card
Um, what? I'm fortunate enough that both video cards are nVidia (I have a thing for the nForce chipsets... well, had a thing for them), but I still don't see how that fixes the video card ordering -- changing the display order is not it. "This is something you can do" doesn't actually tell...
- Tue Feb 12, 2013 8:03 pm
- Forum: Modding discussion
- Topic: [GUIDE] Level Creating and Modding
- Replies: 47
- Views: 28835
Re: Guide for Level Creating and Modding
I'm really looking forward to knowing the current state of the scripting API -- like how to be notified when a player's building is created or destroyed, or how many of them are in the world. And what events exist and what they have in them. Reading the control.luas of the existing campaign levels h...
- Tue Feb 12, 2013 7:21 pm
- Forum: Implemented Suggestions
- Topic: Technical: Allow selection of video card
- Replies: 10
- Views: 11861
Technical: Allow selection of video card
I have a triple monitor setup at home, using two GPUs -- an on-board one and a dedicated GeForce 9800 GTX+. For technical reasons, the on-board one has to be the first video card Windows sees, which means Factorio actually selects it as the active device when it runs. This has the unfortunate implic...
- Tue Feb 12, 2013 5:55 pm
- Forum: General discussion
- Topic: Where are the saves stored?
- Replies: 8
- Views: 8517
Re: Where are the saves stored?
Call it "portable" and make sure it only ever does anything inside its own directory. Factorio on a stick, anyone?
- Tue Feb 12, 2013 5:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved] Steam engines and underground interaction
- Replies: 4
- Views: 3791
Re: Steam engines and underground pipes interact poorly
[...]The problem is, that you have only one pump, and most of the water is consumed with temperature 15 by the top engines (it doesn't generate any electricity this way). When I added two more pumps, it started to work as you would expect. Neat! I'm with Xinvoker on this one -- if pressure exists, ...
- Tue Feb 12, 2013 2:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved] Steam engines and underground interaction
- Replies: 4
- Views: 3791
[Resolved] Steam engines and underground interaction
I'm not entirely sure how I managed to get my steam engines in this state, but I did manage to make a save where the bug is present. Briefly, if you check the steam engines directly above the player (bottom row of generators), the middle one says "Water temperature: 100" but "Performa...
- Tue Feb 12, 2013 5:29 am
- Forum: Show your Creations
- Topic: factory pics
- Replies: 4
- Views: 13480
Re: factory pics
I would suggest a proper image host like imgur. Forums really aren't meant to host images, usually.bill wrote:Max upload size is tiny so I had to make this small to post: any suggestions would be useful!
Edit: regardless, that is a really neat setup you've got there.
- Mon Feb 11, 2013 8:01 am
- Forum: Implemented Suggestions
- Topic: Suggestions And Minor Issues
- Replies: 9
- Views: 13212
Re: Suggestions And Minor Issues
4) It should be possible to issue urgent items to be built, so you don't have to remove your entire queue just to get an item you need right away. That is right, I have different proposal to solve this issue: What if new added items were added to the front of the queue, not end, wouldn't this solve...
- Mon Feb 11, 2013 7:40 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 127695
Re: Hidden ores
The way I'd like to see this working is actually allowing the player to enter the underground -- even if only as simple as making elevators that transport you from the overworld map to one or more underground maps. This also gives you a chance to play with the lighting systems some more, as well as ...
- Mon Feb 11, 2013 7:36 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved] Inserter to Boiler issues
- Replies: 5
- Views: 16248
Re: [Resolved] Inserter to Boiler issues
Personally, this should either be configurable or the full amount should be put in. It's what I would expect and very annoying when systems stop working almost immediately after the coal runs out. Funny, I have exactly the opposite opinion on the desirability of having systems stop working quickly ...
- Mon Feb 11, 2013 7:31 am
- Forum: General discussion
- Topic: [Invalid ^^] Failing the Kickstarter
- Replies: 75
- Views: 43674
Re: Failing the Kickstarter
[...]People started sending emails how much they like the game. I don't really understand it, the game is so rough and unfinished, there are so many issues, so much potential not used.[...] Ah, but bro, we can see the rough edges and we don't mind them -- those of us who came from old-school Minecr...