PS I would like to enquire about this line in the FF168
"there exists a single python script for creating sprite sheets."
Is this available to MODers?
and if so
Where can I get it?
Search found 127 matches
- Sat Dec 10, 2016 3:40 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 81925
- Sat Dec 10, 2016 3:34 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 81925
Re: Friday Facts #168 - Nightvision Nightmare
https://forums.factorio.com/download/file.php?id=19223 IMO This is by far the best rendition of what night vision should look like in Factorio +>9000 In my hundreds of hours of Factorio play, I have chosen to equip the Nightvision goggles once and then promptly put them in the box next to the pisto...
- Thu Dec 08, 2016 6:57 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 70527
Re: Friday Facts #166 - Combat Revisit
"Along with weapon rebalance I think biters bases also must be changed." "There are connected topics." "fighting against biter bases is slightly boring now as their behavior is not changing from battle to battle." Agree with this. IMO the biters themselves are the key ...
- Fri Dec 02, 2016 1:43 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 70527
Re: Friday Facts #166 - Combat Revisit
Unending research will have negative consequences on combat ballance While I believe that the concept of unending research is good for resource consumption and gives the player a way to exhaust resource fields. It will undoubtedly make the task of balancing combat for the duration of a game an impo...
- Thu Dec 01, 2016 2:25 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 70527
Re: Friday Facts #166 - Combat Revisit
Unending research will have negative consequences on combat ballance While I believe that the concept of unending research is good for resource consumption and gives the player a way to exhaust resource fields. It will undoubtedly make the task of balancing combat for the duration of a game an impo...
- Tue Nov 29, 2016 2:55 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 70527
Re: Friday Facts #166 - Combat Revisit
I start my games with Enemy Bases set to Very High freq. + Very big size, with very small starting area. I love the feeling of imminent danger and I feel cozy in my "castle". I think the feeling of imminent danger is a great element for a game to have and I really hope the Wube can balanc...
- Mon Nov 28, 2016 2:15 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 70527
Re: Friday Facts #166 - Combat Revisit
I definitely agree, giving the player a choice to enter combat mode that is easier to control/micro combat and gives more feedback, would be beneficial to the combat aspect of Factorio, it would also somewhat nerf the "Turret Creep" problem, as the player would have to take the gamble of ...
- Sun Nov 27, 2016 4:27 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 70527
Re: Friday Facts #166 - Combat Revisit
I am very glad that you have decided to pay some much-needed attention to the combat in Factorio :) While I agree that the default Factorio Combat can be lack-luster at times, it is definitely fun at times and given the right modifications can remain fun throughout the game. Combat in Factorio (for ...
- Thu Nov 10, 2016 11:57 pm
- Forum: Releases
- Topic: Version 0.14.20
- Replies: 19
- Views: 28483
Re: Version 0.14.20
Hopefully the final 0.14 stable. is this version stable at all ? I just started my 0.14.19 standalone and was offered no update by the ingame updater (my settings were: "YES, look for updates" and "NO, no experimental version"). after setting the option to "YES, also experi...
- Tue Nov 01, 2016 3:20 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 243028
Re: [MOD 0.14] Warehousing v0.0.11
If I may ask, what was the rationale for giving Storage Warehouses 250% more slots than other warehouses? From what I've seen, it just causes everyone I see to use them in place of normal and passive provider warehouses. This invariably causes my OCD to go absolutely bonkers. Particularly when othe...
- Sun Oct 23, 2016 3:46 am
- Forum: News
- Topic: Friday facts #158 - The end of the 32 bit era
- Replies: 132
- Views: 68785
Re: Friday facts #158 - The end of the 32 bit era
PS this may or may not apply to Mac users as I have never tried it on Mac The Mac version of Factorio has been 64-bit only since 0.12.21 (January 2016) when support for OS X 10.6 was dropped. OS X 10.7 and newer are all 64-bit only operating systems. All righty then, you learn something new every d...
- Sat Oct 22, 2016 3:48 pm
- Forum: News
- Topic: Friday facts #158 - The end of the 32 bit era
- Replies: 132
- Views: 68785
Re: Friday facts #158 - The end of the 32 bit era
Tell me, of all the people complaining of this announcement how many are actually running solely on 32 bit? I think this would make for an interesting poll :) Well, at least I would find it interesting, as the other day on my walk around my block there would have been about five or six PCs sitting ...
- Sat Oct 22, 2016 2:51 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 243028
Re: [MOD 0.14] Warehousing v0.0.11
If I may ask, what was the rationale for giving Storage Warehouses 250% more slots than other warehouses? From what I've seen, it just causes everyone I see to use them in place of normal and passive provider warehouses. This invariably causes my OCD to go absolutely bonkers. Particularly when othe...
- Sat Oct 01, 2016 4:19 pm
- Forum: Technical Help
- Topic: Minimum Requirements for Headless server
- Replies: 21
- Views: 14846
Re: Minimum Requirements for Headless server
The old Q6600 still has a lot of power really and I am pretty sure that it would be ample for the task q6600 is quite good for factorio. I replaced mine about half a year ago and before that I was playing heavily modded factorio with relatively big bases on the CPU just fine. I have 2 sitting behin...
- Fri Sep 30, 2016 11:49 pm
- Forum: News
- Topic: Friday facts #158 - The end of the 32 bit era
- Replies: 132
- Views: 68785
Re: Friday facts #158 - The end of the 32 bit era
32-bit PC, what is that these days?
Love the new rail
PS
If anyone needs a 64-bit machine
I have 2 spare
core2duo Q6600 quads 2.4Ghz on P5K-Pro w/ 4Gb DDR2 RAM and case.
Free to a good home, if you can arrange pickup.
Love the new rail
PS
If anyone needs a 64-bit machine
I have 2 spare
core2duo Q6600 quads 2.4Ghz on P5K-Pro w/ 4Gb DDR2 RAM and case.
Free to a good home, if you can arrange pickup.
- Tue Sep 27, 2016 2:20 am
- Forum: Technical Help
- Topic: Minimum Requirements for Headless server
- Replies: 21
- Views: 14846
Re: Minimum Requirements for Headless server
Yeah, sorry, maybe was not clear. I have a bunch of AWS servers (mostly web hosts), and was interested in specifically how the "CPU Credit Balance" stat on a T2.micro node looks like after a long play session as not had the opportunity to test anything much (and well out of free tier), e....
- Sun Sep 25, 2016 4:06 am
- Forum: Technical Help
- Topic: Minimum Requirements for Headless server
- Replies: 21
- Views: 14846
Re: Minimum Requirements for Headless server
Hey, What does the AWS CPU Credit usage look like after a few hours of play and a decent coop base? Is it stable or would itrun to zero if played a long session? That was my other concern since the base performance is a lot slower on t2. When you sign up, you get 700 hours per month for the first y...
- Sat Sep 17, 2016 2:42 am
- Forum: Duplicates
- Topic: [HanziQ] Crash Report v0.14.7 - Building Rail Track over Fire
- Replies: 4
- Views: 2346
Re: [HanziQ] Crash Report v0.14.7 - Building Rail Track over Fire
I now don't think that this crash is exclusive to fire. I had an almost identical crash when I placed tracks near smoke particles. I am also absolutely sure that this crash had nothing to do with any MODs or timed events as I loaded the save up and let it run all day, and when I came back it was sti...
- Fri Sep 16, 2016 2:21 am
- Forum: Duplicates
- Topic: [HanziQ] Crash Report v0.14.7 - Building Rail Track over Fire
- Replies: 4
- Views: 2346
[HanziQ] Crash Report v0.14.7 - Building Rail Track over Fire
WOW my first real crash, that I am pretty sure I didn't cause :P http://i67.tinypic.com/243m7a9.png This is the last thing I see, once I left click the game will crash! Can anyone else build rail track on a burning space or near smoke? else my crash report and save + mods (all mods in their zipped f...
- Sat Sep 03, 2016 4:43 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 243028
Re: [MOD 0.13] Warehousing v0.0.10
Haven't done extensive testing yet, but if you change the "factorio version" from 13 to 14, it seems to run fine. I haven't looked yet in-depth with what's changed between 13 and 14 to see if anything needs to be changed, but until the mod is updated this seems to work okay. :) Can Confir...