Search found 1827 matches
- Fri Mar 01, 2013 11:54 am
- Forum: Pending
- Topic: [BUG] Crash on save - control.lua
- Replies: 2
- Views: 4944
Re: [BUG] Crash on save - control.lua
I don't really see why it should crash I have tried this according to your description on OSX and it works fine.
- Fri Mar 01, 2013 11:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.9] atak objects on realy far distance with "C"
- Replies: 1
- Views: 2889
Re: [bug] atak objects on realy far distance with "C"
Thanks for the bug report. This one is quite funny indeed Will be fixed in 0.2.9.
- Fri Mar 01, 2013 10:04 am
- Forum: General discussion
- Topic: What's the point?
- Replies: 10
- Views: 13565
Re: What's the point?
Factorio is sort of a sandbox game in the nature. However we always wanted there to be a pressure on the player "to do something". That is why we have the creepers (fight) and research in the first place. I can totally imagine there are a lot of people who just want to "play around&qu...
- Thu Feb 28, 2013 11:37 pm
- Forum: Releases
- Topic: Seeding the demo
- Replies: 15
- Views: 24362
Re: Seeding the demo
@Darthlawsuit Thank you ! For now we will use the torrents only for the demo. The alpha will be downloaded directly.
- Thu Feb 28, 2013 9:29 pm
- Forum: General discussion
- Topic: [Invalid ^^] Failing the Kickstarter
- Replies: 75
- Views: 46524
Re: [Invalid ^^] Failing the Kickstarter
Thank you all guys for supporting us and spreading the word
- Thu Feb 28, 2013 8:09 pm
- Forum: Implemented Suggestions
- Topic: Creative Mode (infinite item mode)
- Replies: 6
- Views: 18191
Re: infinite item mode
"Creative mode" - it is definitely coming.
- Thu Feb 28, 2013 7:55 pm
- Forum: Show your Creations
- Topic: Pixel art
- Replies: 8
- Views: 12307
Re: Pixel art
Haha fantastic What exactly is that - a duck ?
- Thu Feb 28, 2013 7:52 pm
- Forum: Outdated/Not implemented
- Topic: Building Damage
- Replies: 9
- Views: 14529
Re: Building Damage
This sounds more like an idea than a bug to me. So I moved the topic.
Also there is a mod already which allows repairing: https://forums.factorio.com/forum/vie ... f=14&t=312
Also there is a mod already which allows repairing: https://forums.factorio.com/forum/vie ... f=14&t=312
- Thu Feb 28, 2013 7:49 pm
- Forum: Balancing
- Topic: Reduce the Creeper spawner rate
- Replies: 21
- Views: 24917
Re: Reduce the Creeper spawner rate
Attacking by placing turrets closer and closer to the bases is sort of an "emergent" strategy. This is an alpha and fight is something we haven't put that much work in yet. We really want to have this improved in the future. Also there will most likely be different kinds of enemies with di...
- Thu Feb 28, 2013 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 15351
Re: Teleporters
Come to think of it.. factorio really shows quite some similarities with OpenTTD. In OpenTTD the main focus is on land and water vehicles that need to take a path along a predefined route to pick up and deliver goods. Aircraft on the other hand are only dependant on an airport (teleporter) from whi...
- Wed Feb 27, 2013 10:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.9] Filter Screen
- Replies: 1
- Views: 3042
Re: Filter Screen
In 0.2.9 we fixed the missing translation tags and removed the rocket-creeper. The items in the filter window are simply all the items in the game at the moment. We will probably add a flag "displayable in the filter window" in the future.
- Wed Feb 27, 2013 9:03 am
- Forum: Implemented Suggestions
- Topic: Return point for logistic robots
- Replies: 8
- Views: 15852
Re: Return point for logistic robots
One of the ideas for the logistic robots we had was that they would use some sort of energy (like batteries or so). And when running low they would need to find the closest "hangar" where they would recharge their batteries.
- Tue Feb 26, 2013 1:46 pm
- Forum: Texture Packs
- Topic: Alternative Diode, Health Bars & Shoot Cursor
- Replies: 5
- Views: 15541
Re: Alternative Diode, Health Bars & Shoot Cursor
What I did is that I replaced the files in the data/resources one by one. Actually when making mods like these it would be nice if the author would make a zip file that would be extracted at the data level and fill in all the particular files. However we hope to provide an official mod manager to ad...
- Tue Feb 26, 2013 10:35 am
- Forum: Development Proposals
- Topic: [Polls Closed] Creepers in the demo
- Replies: 34
- Views: 50156
Re: [Polls] Creepers in the demo
We are not talking about the whole campaign here. We are talking specifically about 3d level of the tutorial. That is a first level where player actually needs to figure something on his own (build radars, produce enough iron and copper plates, maybe build assembling machine, etc.) and at the same t...
- Mon Feb 25, 2013 11:26 pm
- Forum: Not a bug
- Topic: [mac] changing the name of "factorio.app"
- Replies: 2
- Views: 5876
Re: [mac] changing the name of "factorio.app"
Hmm the app in the OSx can't handle changing the package name at the
You can get around this in the config.ini (~/Library/Application Support/factorio/config/config.ini) by having:
[path]
read-data=__PATH__executable__/factorio 0.2.8.app/Contents/data
True. This is not really convenient.
You can get around this in the config.ini (~/Library/Application Support/factorio/config/config.ini) by having:
[path]
read-data=__PATH__executable__/factorio 0.2.8.app/Contents/data
True. This is not really convenient.
- Mon Feb 25, 2013 10:07 pm
- Forum: Implemented Suggestions
- Topic: Furnance off grid.
- Replies: 21
- Views: 18379
Re: Furnance off grid.
Not a bug. Still can look a bit confusing ...
- Mon Feb 25, 2013 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.9] Periodic slowdowns
- Replies: 14
- Views: 11185
Re: [BUG] Periodic slowdowns
I found the problem. It will be fixed in the 0.2.9. The problem itself was not in the pathfinding but in the "optimalization" that was supposed to lower the number of paths that are calculated.
- Mon Feb 25, 2013 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.9] Periodic slowdowns
- Replies: 14
- Views: 11185
Re: [BUG] Periodic slowdowns
@Kadaban I got it, thx.
- Mon Feb 25, 2013 6:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.9] Periodic slowdowns
- Replies: 14
- Views: 11185
Re: [BUG] Periodic slowdowns
It is quite possible that the pathfinding is the cause of a slowdown. We haven't touched that code for quite some time
I will have a look into that. However it would help me to verify this if some of you with this problem could post a save somewhere and provide a link.
I will have a look into that. However it would help me to verify this if some of you with this problem could post a save somewhere and provide a link.
- Mon Feb 25, 2013 5:54 pm
- Forum: Texture Packs
- Topic: Alternative Diode, Health Bars & Shoot Cursor
- Replies: 5
- Views: 15541
Re: Alternative Diode, Health Bars & Shoot Cursor
Tried it in the game and it looks interesting.