Search found 21 matches

by Mini-Me
Mon Jul 02, 2018 5:59 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 79982

Re: Friday Facts #249 - Dead end exploration

I think proposal 4 sounds great. If you have a button to create a duplicate of a blueprint you can still easily create a variation of a blueprint "just for this game", except of course that it'll be available in all games. I think that would be max flexibility. Edit: and I love that the FF...
by Mini-Me
Sun Feb 18, 2018 6:14 pm
Forum: Duplicates
Topic: [0.16.24] Reproducible crash (broken save attached)
Replies: 2
Views: 1499

Re: [0.16.24] Reproducible crash (broken save attached)

That sounds like it. Thanks for linking, didn't find it in my search ;) .
by Mini-Me
Sun Feb 18, 2018 3:41 pm
Forum: Duplicates
Topic: [0.16.24] Reproducible crash (broken save attached)
Replies: 2
Views: 1499

[0.16.24] Reproducible crash (broken save attached)

Long story of background information: I was just in the process of rebuilding my base from a starter base with many messy "quick solutions" to a large scale base. Setting up a new train station for ore loading I changed my mind on how I want to configure circuit network conditions to disa...
by Mini-Me
Mon Nov 27, 2017 9:43 pm
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 36117

Re: Friday Facts #218 - Import bpy, Export player

The new player sprites look amazing. Personally, I can't relate as much to colors like others in this topic do, mostly though because I've never really changed mine... All the modularisation work in the rendering process is cool, and well, fits into the game (automation and such ;-) ) Regarding the ...
by Mini-Me
Mon Sep 04, 2017 5:20 pm
Forum: Ideas and Suggestions
Topic: Cover ore with bricks/concrete
Replies: 18
Views: 11875

Cover ore with bricks/concrete

TL;DR When placing stone bricks or concrete on top of ores, the ores shouldn't be visible through the tile. What ? Currently, when you place stone or concrete tiles they'll actually be placed under the ore. Sometimes, when large bases are built, you need to build on top of ores patches, or make sur...
by Mini-Me
Sun Aug 27, 2017 1:06 pm
Forum: Resolved Problems and Bugs
Topic: [15.34] Unnamed blueprints show "1" when placing
Replies: 3
Views: 1680

Re: Unnamed blueprints show "1" when placing

Oh duh, that's what that's supposed to be. It makes sense from that point of view, but apparently managed to confuse me very well :D . Cause, thing is, you scroll through the list and see different names there, and once it changes to something that doesn't have a name it suddenly shows the item coun...
by Mini-Me
Sun Aug 27, 2017 11:03 am
Forum: Resolved Problems and Bugs
Topic: [15.34] Unnamed blueprints show "1" when placing
Replies: 3
Views: 1680

[15.34] Unnamed blueprints show "1" when placing

When equipping an unnamed blueprint to place it on the map, it shows "1" where it'd show the name of a blueprint that was given a name. unnamed_blueprint_name.png unnamed_blueprint.jpg This is just a minor annoyance that I just noticed while playing, but I thought I'd post it up for comple...
by Mini-Me
Thu Apr 13, 2017 3:04 pm
Forum: Off topic
Topic: [photos] Factorio in real life
Replies: 152
Views: 319658

Re: [photos] Factorio in real life

Wasn't Rseding optimizing the belts? Did he have something like this in mind :D ?

by Mini-Me
Fri Jan 20, 2017 4:20 pm
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 97943

Re: [MOD 0.12.x] Factorio Maps

IIRC that's a bug when the folder path has a space in it. Try moving it somewhere without a space.
by Mini-Me
Wed Sep 07, 2016 3:26 pm
Forum: Implemented Suggestions
Topic: Add SRV Record support
Replies: 85
Views: 63089

Re: Add SRV Record support

Yeah, I do agree that it's not a high priority task :D. It would be much more clever to suggest hidden or unlisted servers instead of this. :) Hmm, I don't quite understand what you mean by that. As I wanted to point with my screenshot, unlisted servers already exist :). If you choose "hidden&q...
by Mini-Me
Wed Sep 07, 2016 2:54 pm
Forum: Implemented Suggestions
Topic: Add SRV Record support
Replies: 85
Views: 63089

Re: Add SRV Record support

Has the SRV support been implemented? Otherwise this move might be a bit misleading...

While I do understand that the implementation of the ingame server browser does make this feature a bit redundant, it would still be helpful for hidden (or unlisted) servers.
Factorio-Hidden.PNG
Factorio-Hidden.PNG (64.35 KiB) Viewed 33733 times
by Mini-Me
Wed Sep 07, 2016 1:26 pm
Forum: Ideas and Suggestions
Topic: Factorio Official Team Challenge Feedback
Replies: 1
Views: 2003

Re: Factorio Official Team Challenge Feedback

Impossible Rounds I've personally encountered two 'impossible rounds' (and others have been encountered), including impossible research (modular armor) and impossible products (piercing shotgun shells). Suggested fix: whitelist the possible research items/products and only select tasks from those l...
by Mini-Me
Fri Aug 12, 2016 6:04 am
Forum: This Forum
Topic: Tapatalk
Replies: 49
Views: 36680

Re: Tapatalk

In fact the latest release of phpbb got a responsive design, you can try here: http://try-phpbb.com/31x So the "easiest" would be to upgrade the forums to 3.1. Easy in quotes because there have been a significant amount of changes, i.e. a new template engine, so I don't know how easy the c...
by Mini-Me
Mon Aug 08, 2016 8:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 97943

Re: [MOD 0.12.x] Factorio Maps

I've crafted myself a little method that can automatically generate the map for me. All I do is run a batch file and see it do its magic. That's still not suitable for headless servers, but if you have a server with a graphics card you can at least just for the map generation launch the normal versi...
by Mini-Me
Mon Aug 08, 2016 8:20 pm
Forum: Not a bug
Topic: [0.13.0] Spawners spawn far too close
Replies: 25
Views: 16270

Re: [0.13.0] Spawners spawn far too close

I remembered the victory poles from Zisteau's videos. He showed he left power poles in the cleared areas and even explained the debug info regarding base expansion. So after turret creeping some nearby nests out to reduce the attacks I was getting I left the poles behind to test if it still works......
by Mini-Me
Fri Jul 08, 2016 4:58 pm
Forum: General discussion
Topic: Smegheads
Replies: 6
Views: 3839

Re: Smegheads

Well, the reason I asked was...
Spoiler
by Mini-Me
Sun Jun 19, 2016 5:19 pm
Forum: General discussion
Topic: Smegheads
Replies: 6
Views: 3839

Smegheads

I just read through a certain list on Steam... Who's a Red Dwarf fan here, especially on the dev team :)?
by Mini-Me
Fri Jun 17, 2016 1:43 pm
Forum: Ideas and Suggestions
Topic: Multi Screen - Map on one side, player on the other
Replies: 18
Views: 11759

Re: Multi Screen - Map on one side, player on the other

Run something like Xsplit make it view only the map, then livestream it to twitch or something and view that on your other monitor. It's a bit DIY but it would work. That's a bit over complicated :D. Far easier: OnTopReplica . You can select a window and a specific area in it that's redrawn in a ne...
by Mini-Me
Fri Apr 01, 2016 4:18 pm
Forum: News
Topic: Friday Facts #132 - Side Project
Replies: 118
Views: 71218

Re: Friday Facts #132 - Side Project

Hehe, nice one. Only around the end though I noticed that something seems off :D.
Pay per automation? In a game about automation? That'd be pay 2 play then and not really fit the name free 2 play :D.

@mastermind shush, don't spoil the fun :P

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