Search found 53 matches

by thecatlover1996
Fri Sep 27, 2019 1:09 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 104
Views: 11091

Re: Friday Facts #314 - 0.17 stable

csduff wrote: ↑
Fri Sep 27, 2019 12:59 pm
Nosferatu wrote: ↑
Fri Sep 27, 2019 12:47 pm
Page not found
Did someone remove the blog post?
I'm getting this too.

Link should be
https://factorio.com/blog/post/017-stable
Well, that was the post from last Tuesday, the current FFF (#314) seems to be gone...?
by thecatlover1996
Fri Sep 27, 2019 11:01 am
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 104
Views: 11091

Re: Friday Facts #314 - 0.17 stable

Gergely wrote: ↑
Fri Sep 27, 2019 10:52 am
Who else thought of biters when reading "the great bug war"?
Haha, if you look at it like that, the bug war of Factorio will never end! :lol:
by thecatlover1996
Fri Sep 27, 2019 10:57 am
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 104
Views: 11091

Re: Friday Facts #314 - 0.17 stable

Congrats on the stable! :D Then the question I'm interested in: what will the version numbers look like for the upcoming releases? I would guess that every (small) feature update would have an incremented minor number (so 0.18, 0.19, 0.20, ...) and subsequent bug fixes have an incremented patch numb...
by thecatlover1996
Sun Sep 08, 2019 9:28 am
Forum: Releases
Topic: Version 0.17.68
Replies: 8
Views: 9524

Re: Version 0.17.68

I almost thought that 0.17.68 was marked as stable, as I refreshed the Releases forum and all posts for 0.17.x (except this one) were unpinned 😱

@mods Given that 0.16.0 is still pinned, shouldn't 0.17.0 be pinned as well? :)
by thecatlover1996
Wed Aug 14, 2019 12:48 pm
Forum: Releases
Topic: Version 0.17.65
Replies: 32
Views: 6386

Re: Version 0.17.65

Gergely wrote: ↑
Wed Aug 14, 2019 11:36 am
There goes the stable candidate version 0.10001.1000000
But now it's 0.10001.1000001, which is even nicer :D
by thecatlover1996
Fri May 03, 2019 9:48 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 15309

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Regarding spreading the word on Factorio: you could try to mention it in the Friday Facts. I'm sure that most of the people that read the Friday Facts, will also enjoy Factorio :lol:
by thecatlover1996
Thu May 02, 2019 2:46 pm
Forum: Releases
Topic: Version 0.17.35
Replies: 20
Views: 7552

Re: Version 0.17.35

FactorioBot wrote: ↑
Thu May 02, 2019 2:31 pm
  • Limited the manual rail building distance to 3 times the normal building distance.
Well, that is nice. :D
by thecatlover1996
Sat Apr 20, 2019 3:08 pm
Forum: Implemented Suggestions
Topic: [0.17.31] Tutorial observations
Replies: 1
Views: 268

[0.17.31] Tutorial observations

Hi, "rookie" player here (only ~500 hours on record). Found a few bugs in the tutorial: 1. I am used to Minecraft controls, where Left Mouse is mining and Right Mouse is building, so I always have my left and right mouse buttons swapped in the options, but only for mining and building. In the first ...
by thecatlover1996
Sun Apr 07, 2019 4:53 pm
Forum: 1 / 0 magic
Topic: [0.16.3][Linux] Video hang on game exit
Replies: 26
Views: 2550

Re: [0.16.3][Linux] Video hang on game exit

Another interesting issue on my laptop is that Chromium windows frequently end up with staticy garbage in them after a suspend/resume cycle. This is easily fixed by forcing a redraw on the affected windows (usually by switching tabs). But Chromium uses GPU acceleration for rendering. Something in t...
by thecatlover1996
Thu Mar 28, 2019 6:59 am
Forum: Releases
Topic: Version 0.17.21
Replies: 15
Views: 9511

Re: Version 0.17.21

I do hope that the devs won't stop adding features after the release of 1.0, though :) (much like Minecraft, which is already at its fourteenth minor update after their initial release)
by thecatlover1996
Fri Mar 15, 2019 5:55 pm
Forum: Releases
Topic: Version 0.17.13
Replies: 18
Views: 7453

Re: Version 0.17.13

Must have been a serious bug: Fixed Artillery targeting remote not showing the correct ability count in the qickbar. (65310) since it is fixed twice ;) Naw, the second time its totally different Fixed Artillery targeting remote not showing the correct ability count in the qickbar . But they did fix...
by thecatlover1996
Thu Mar 14, 2019 9:23 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 10407

Re: Version 0.17.12

Ranakastrasz wrote: ↑
Thu Mar 14, 2019 8:55 pm
Hurray. Pollution is more integrated into the game now. At least in that you can see it much better now.

Now we just need air filters or something.
Or you can just not destroy nature... but that's way less fun :twisted:
by thecatlover1996
Wed Mar 13, 2019 6:40 pm
Forum: Releases
Topic: Version 0.17.8
Replies: 25
Views: 12619

Re: Version 0.17.8

Sander_Bouwhuis wrote: ↑
Wed Mar 13, 2019 9:22 am
And, indeed, I'm Dutch (from Holland to be precise).
Awesome, me too! :D
by thecatlover1996
Tue Mar 12, 2019 10:02 pm
Forum: Releases
Topic: Version 0.17.8
Replies: 25
Views: 12619

Re: Version 0.17.8

steinio wrote: ↑
Tue Mar 12, 2019 3:33 pm
Sander_Bouwhuis wrote: ↑
Tue Mar 12, 2019 9:39 am
I always use torrents because they are more reliable because of the automatic Merkel tree verification. For instance, with LibreOffice.
Danke Merkel.
Probably German auto correction :)
Though, the name Sander Bouwhuis sounds Dutch πŸ€”
by thecatlover1996
Fri Mar 08, 2019 6:49 am
Forum: Ideas and Suggestions
Topic: Change Factorio's numeric versionning system
Replies: 38
Views: 844

Re: Version 0.17.8

I rather just have them stick with semantic versioning (semver.org), like all regular software should IMO. And about zero-based versioning: according to SemVer, this means that "Anything may change at any time. The public API should not be considered stable." Which is the case for Factorio :P And so...
by thecatlover1996
Wed Mar 06, 2019 6:34 am
Forum: Releases
Topic: Version 0.17.6
Replies: 29
Views: 12530

Re: Version 0.17.6

[*]Fixed NPE saves technologies were messed up by a migration in 0.17.5. (https://forums.factorio.com/66714) [*]Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. (https://forums.factorio.com/66767) I keep reading NullPointerException instead of New Player Expe...
by thecatlover1996
Sat Mar 02, 2019 10:27 pm
Forum: 1 / 0 magic
Topic: [0.16.3][Linux] Video hang on game exit
Replies: 26
Views: 2550

Re: [0.16.3][Linux] Video hang on game exit

Seems to be fixed for me, based on one time playing 0.17.4 and shutting it down normally after that :D Using kernel 4.15.0-45 and Nvidia 390.77.
by thecatlover1996
Sat Feb 16, 2019 9:32 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 185
Views: 32201

Re: Friday Facts #282 - 0.17 in sight

BlueTemplar wrote: ↑
Sat Feb 16, 2019 9:19 am
R3vo wrote: ↑
Sat Feb 16, 2019 9:12 am
I think the list on the right should be sorted alphabetically by default.
Ok, but only if blueprints are automatically prefixed by timestamps !
How about multiple sort options, so that every player can pick what's best for them? :P
by thecatlover1996
Fri Feb 15, 2019 7:52 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 185
Views: 32201

Re: Friday Facts #282 - 0.17 in sight

- And a kind of dumb suggestion, it would look cool if accumulators would arc electricity to other nearby accumulators. yeah I assumed thats what the original graphics were trying to do - show that they are connected in a grid. maybe combining the animations of multiple accumulators into like a lar...
by thecatlover1996
Fri Jan 25, 2019 9:06 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 23148

Re: Friday Facts #279 - Train GUI & Modern Spitter

The changes look awesome to me! I'm sure that the final logic details can be fixed during the experimental phase :D

Something completely different: did anyone else notice how the train GUI uses the same map as the roll-up created for PAX East in FFF #236? :D

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