What about gog? They have some payment options that your website/humblebundle lack.kovarex wrote: Fri Jul 05, 2024 11:19 am The DLC will have the same buying policy as the base game, so buyable both on the page or on the steam, and claimable both ways.
Search found 13 matches
- Fri Jul 05, 2024 11:37 am
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 55671
Re: Friday Facts #418 - Space Age release date
- Fri May 10, 2024 11:55 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 27952
Re: Friday Facts #410 - Rocket turret & Target priorities
Minimum firing range of 15. Blast radius of 35. Would recommend.husnikadam wrote: Fri May 10, 2024 11:20 am I wonder whether nukes in these are just a meme or if they can actually be used. Nobody wants to blow up his base
But more importantly, if we can configure their targets, can we target trees, chests, trains or engineers?
- Fri Apr 05, 2024 11:52 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 31792
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I'm wondering if this "Remote view" is supposed to replace the map, or if it's a separate interface?
In SE I always disliked the split between "map view" and "satellite view", and I'm hoping that 2.0 will find a way to unify those.
In SE I always disliked the split between "map view" and "satellite view", and I'm hoping that 2.0 will find a way to unify those.
- Mon Jan 29, 2024 10:00 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 36009
Re: Friday Facts #395 - Generic interrupts and Train stop priority
In this scenario, trains 1, 2 and 3 will always prefer B1, since it is closer.
Distance isn't calculated based on rail length alone, see https://wiki.factorio.com/Railway/Train_path_finding
When there are trains waiting at B1, there's a penalty added to the distance to B1, and the next train may ...
- Sat Jan 27, 2024 12:19 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 36009
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I'm not yet convinced I can "totally make a train go to station "[A]" by sending the [A] signal to its train stop." with the information provided. That sounds like you extrapolated based on wishful thinking.
From the FFF:
We also have similar signals for 'Any Fluid', 'Any Fuel' and 'Any Signal ...
- Fri Jan 26, 2024 5:13 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 36009
Re: Friday Facts #395 - Generic interrupts and Train stop priority
That'd involve having to wire up every single station to the circuit network. Doable, but tedious.
That can be as simple as adding wires to a set of blueprints.
Also how do you plan to turn off the station when a train leaves the depot? I haven't seen the ability to do something based on trains ...
- Fri Jan 26, 2024 1:38 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 36009
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Good stuff.
Minor nitpick: most programmers have seen systems where the lower value is the higher priority. The train stop UI could use one of those blue question marks with a help text documenting both the order and the effects of priority, as written in the FFF.
The generic item parameter is ...
Minor nitpick: most programmers have seen systems where the lower value is the higher priority. The train stop UI could use one of those blue question marks with a help text documenting both the order and the effects of priority, as written in the FFF.
The generic item parameter is ...
- Fri Dec 15, 2023 3:38 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 41093
Re: Friday Facts #389 - Train control improvements
Someone on Reddit suggested a condition that would test against remaining fuel Mj. This way you don't need to test for low specific fuel type(s). If fuel Mj is low, go refuel. If you change fuel type in the refueling station later on, the train doesn't even need to know.
With the fact that I ...
- Wed Nov 09, 2022 3:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.71] Directories in file dialogues aren't sorted
- Replies: 1
- Views: 1704
[1.1.71] Directories in file dialogues aren't sorted
Hello,
The file dialogues (for loading/saving) sort files by name, but directories aren't sorted and thus shown in the order returned by readdir(). Most players won't notice, because Windows (using NTFS) usually returns entries in alphabetical order - but that is neither guaranteed, nor do other ...
The file dialogues (for loading/saving) sort files by name, but directories aren't sorted and thus shown in the order returned by readdir(). Most players won't notice, because Windows (using NTFS) usually returns entries in alphabetical order - but that is neither guaranteed, nor do other ...
- Wed Jul 27, 2022 10:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
- Replies: 37
- Views: 10839
Re: [1.1.62] game freeze on quit after starting with new default sound - wasreverting audio to allegro on linux
I've seen this error when testing with slightly older version of pipewire, which went away after an update (not only pipewire was updated so I'm not sure what exactly was the problem). Are you up to date with your pulseaudio and/or alsa (and your system overall)? Can you post versions of ...
- Wed Jul 27, 2022 9:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
- Replies: 37
- Views: 10839
Re: [1.1.62] game freeze on quit after starting with new default sound - wasreverting audio to allegro on linux
I got a different take on these symptoms: I'm playing along as usual, when suddenly the audio goes silent. I saved my game, tried to restart, and then I got the same hang: "Quitting: user-quit." is the last line, double ctrl-c to quit.
Any other game session, audio worked nicely and exiting worked ...
Any other game session, audio worked nicely and exiting worked ...
- Tue Jul 26, 2022 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] update broke audio on linux
- Replies: 22
- Views: 7993
[Donion] [1.1.62] update broke audio on linux
Hello,
after updating to 1.1.62, I was greeted with "Audio Error" - "Couldn't initialize audio. Audio is disabled." It worked fine right before the upgrade.
tl;dr: it looks like the switch to sdl_mixer changed the default audio backend from pulseaudio to alsa, which broke on my system due to a ...
after updating to 1.1.62, I was greeted with "Audio Error" - "Couldn't initialize audio. Audio is disabled." It worked fine right before the upgrade.
tl;dr: it looks like the switch to sdl_mixer changed the default audio backend from pulseaudio to alsa, which broke on my system due to a ...
- Wed Jan 27, 2021 2:49 pm
- Forum: Not a bug
- Topic: [1.1.19] "Drop Item" key ignores UI elements
- Replies: 3
- Views: 1406
[1.1.19] "Drop Item" key ignores UI elements
Hello,
A minor thing, but given Factorio's level of polish it may be worth reporting.
What I did:
Open the Assembler UI, try to fill a single item into the input slot. I accidentally used the "Drop Item" key (Y) instead of the "Cursor Split" key (RMB), because that's the key I had used to insert ...
A minor thing, but given Factorio's level of polish it may be worth reporting.
What I did:
Open the Assembler UI, try to fill a single item into the input slot. I accidentally used the "Drop Item" key (Y) instead of the "Cursor Split" key (RMB), because that's the key I had used to insert ...