Search found 214 matches
- Sun Feb 28, 2016 8:17 am
- Forum: Mods
- Topic: [MOD 0.12.x] Time Lapse Mod
- Replies: 27
- Views: 35532
Re: [MOD 0.12.x] Time Lapse Mod
I'm having some issues, going by the screenshots I've got in the folder the mod seems to have worked for the first few minutes but then just stopped. I definitely didn't turn it off or touch the settings, so maybe I'd paused the game and this halted the screenshot taking permanently rather than temp...
- Sat Feb 06, 2016 8:34 pm
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 60576
Re: Version 0.12.22
Ah, my bad. I thought I'd read in one of the updates that all old icons had been brought up to date, but I suppose that was about the research screen.
- Sat Feb 06, 2016 2:38 pm
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 60576
Re: Version 0.12.22
Hey, doesn't the Electric Miner still use an outdated icon? I just saw the old trailer and the electric miners there looked just like the windmill-ish icon the current miner has, so I figure it's just a leftover.
- Sat Jan 30, 2016 9:12 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195802
Re: [0.12.x] RSO Discussion thread
By tiny do you mean the single-tile ones?
- Sat Dec 12, 2015 10:36 am
- Forum: News
- Topic: Friday Facts #116 - Strategy Guide
- Replies: 58
- Views: 46262
Re: Friday Facts #116 - Strategy Guide
The list of mods can get very long for some cases, so perhaps that should be under a separate tab? Or at least below the other game details (tags & playernames).
I'm hoping it'll be possible to filter for servers that have/don't have a given mod, too
I'm hoping it'll be possible to filter for servers that have/don't have a given mod, too
- Fri Nov 13, 2015 10:39 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195802
Re: [0.12.x] RSO Discussion thread
Hm... come to think of it I usually went with the config files rather than the "use in-game settings" mode, so it might just be those. And I haven't actually tested what the results with those are to any major extent, I just saw the "size=2 or 3" and figured it was what it said.
- Tue Nov 03, 2015 7:47 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195802
Re: [0.12.x] RSO Discussion thread
It used to be like 4-6 patches per field in older versions, not sure why it was halved to 2-3 in the default settings
- Wed Oct 28, 2015 2:45 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Time Lapse Mod
- Replies: 27
- Views: 35532
Re: [MOD 0.12.x] Time Lapse Mod
Does this work with .0.12.10?
- Sat Oct 10, 2015 5:03 pm
- Forum: Technical Help
- Topic: Sprites missing or corrupted
- Replies: 10
- Views: 16678
Re: Sprites missing or corrupted
The fix screws up NV goggles in an interesting way:
Seems to invert lighting, rather than use a green filter? Bug in any case
Seems to invert lighting, rather than use a green filter? Bug in any case
- Fri Oct 02, 2015 7:50 am
- Forum: Mods
- Topic: [MOD 0.12.21] Wind Turbine
- Replies: 32
- Views: 63914
Re: [MOD 0.12.x] Wind Turbine
Neat! I always thought that if the game was going to need power for the off-shore pumps, you'd bootstrap your electricity setup with a simple turbine like that, just for the sake of making sense.
- Mon Sep 28, 2015 8:39 am
- Forum: Show your Creations
- Topic: Original Factorio Intro (song) Now in "HD"!
- Replies: 13
- Views: 26887
Re: Original Factorio Intro (song) Now in "HD"!
The three main tunes (that weren't wind or vague ambience) from the old soundtrack are on youtube: https://www.youtube.com/playlist?list=P ... Uefa-9_e93
- Sat Sep 12, 2015 9:34 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195802
Re: [0.12.x] RSO Discussion thread
What's collision avoidance mean here?
- Sun Sep 06, 2015 7:47 pm
- Forum: General discussion
- Topic: Let's discuss the new soundtrack
- Replies: 18
- Views: 23636
Re: Let's discuss the new soundtrack
Either way, I'd sooner expect a new track rather than replacing the old ones
- Sun Sep 06, 2015 8:06 am
- Forum: General discussion
- Topic: Let's discuss the new soundtrack
- Replies: 18
- Views: 23636
Re: Let's discuss the new soundtrack
Well yes, we obviously don't want to deliberately use bad sound quality to get the noise effect.
- Sat Sep 05, 2015 9:30 pm
- Forum: General discussion
- Topic: Let's discuss the new soundtrack
- Replies: 18
- Views: 23636
Re: Let's discuss the new soundtrack
I may have stumbled on an important discovery. As I was listening to the old music (sepro1.ogg), I was trying to put my finger on why I liked it so much for Factorio. Was it because of the rhythmic sound? How it pounded on the inside of my skull? Filled my head with sound? Or my ears with noise. Noi...
- Tue Sep 01, 2015 5:32 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195802
Re: [0.12.x] RSO Discussion thread
Bug. Maybe the oil generation code ended up exponentially increasing by distance accidentally at some point?
- Sat Aug 29, 2015 7:25 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195802
Re: [0.12.x] RSO Discussion thread
Do you mean that there is not enough biters? Not exactly - RSO has less enemy bases, but this is necessary since you may have to go quite far to get enough resources that you can start taking the fight to them. But that also means there's much less need for the defensive lines you need in vanilla. ...
- Fri Aug 28, 2015 3:50 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195802
Re: [0.12.x] RSO Discussion thread
That's been a recurring problem even since the beginning of RSO, and I'm not sure how to solve it. They can't be too frequent or strong since in RSO you have to scout for resources, sometimes far and wide with the rarer oil and stone if you get unlucky. After that though, since you rarely need to ex...
- Thu Aug 27, 2015 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 40585
Re: Local power connector module for modular armor
That's kind of discouraging, sounds prone to stalemates.
- Sun Aug 23, 2015 8:30 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195802
Re: [0.12.x] RSO Discussion thread
Does this ensure water in the starting areas?GopherAtl wrote: words are wordy, so I'll pause for a screenshot of the map with it generating 4 starting areas with separation 2
http://puu.sh/jKJ4p.png