Search found 104 matches

by milo christiansen
Thu Mar 21, 2019 6:22 pm
Forum: General discussion
Topic: [Poll] Battery graphics in 0.17
Replies: 19
Views: 1218

Re: [Poll] Battery graphics in 0.17

When a company asks you nicely to change something for trademark reasons you do it. Simple as that. Better to do it voluntarily and part friends (or at least without animosity) than have to deal with legal issues. Besides, someday you may have a trademark to protect. Why cause a fight when it is suc...
by milo christiansen
Mon Mar 11, 2019 4:04 pm
Forum: Outdated/Not implemented
Topic: [0.17.3] Campaign Experience and Suggestions
Replies: 16
Views: 1083

Re: [0.17.3] Campaign Experience and Suggestions

abregado wrote:
Mon Mar 11, 2019 10:15 am
MoleOnDope wrote:
Tue Mar 05, 2019 9:35 am
making it an entirely different experience
Since the current experience is a rather bad tutorial, yes, this is what ought to be done.
by milo christiansen
Sun Mar 10, 2019 8:32 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 7528

Re: [0.17.1] intro too hard

I had heard the intro campaign was hard before I tried it, so I ended up building defenses like I would in an advanced freeplay game. Thank goodness I did, because I was almost overrun. There are way too many enemies in this tutorial. Also, there is an extra amount of difficulty tacked on: You are e...
by milo christiansen
Sun Mar 10, 2019 4:52 pm
Forum: Campaign / Scenario suggestions
Topic: Do you like hordes ? Over 11k
Replies: 3
Views: 272

Re: Do you like hordes ? Over 11k

That tech should unlock much earlier. As it is there is no way to cross belts in the tutorial.

Forget splitting, merging, balancing, etc. With no way to even cross belts building a factory sucks.
by milo christiansen
Fri Aug 24, 2018 9:57 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 18564

Re: Friday Facts #257 - NPE/Campaign update

FFF at 4 AM? I'm guessing timezones are at work here :P

Shallow water would be awesome for one thing: A really cheap landfill that can be crafted from stone *or* hand crafted very, very slowly from nothing. That way you cannot get stuck on an island with no way off.
by milo christiansen
Fri Jun 22, 2018 5:57 pm
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 12271

Re: Friday Facts #248 - Not Saturday Facts

3GB for high res? I run high res on a 2GB card and it does not lag or anything, nice steady 60/60
by milo christiansen
Mon Mar 12, 2018 7:08 am
Forum: Not a bug
Topic: [0.16.28] headless server under linux can't use symlinks
Replies: 5
Views: 656

Re: [0.16.28] headless server under linux can't use symlinks

For now, until the bug is fixed or otherwise worked around, you can always use hardlinks.
by milo christiansen
Mon Mar 05, 2018 6:51 pm
Forum: Releases
Topic: Version 0.16.28
Replies: 31
Views: 16015

Re: Version 0.16.28

Fixed a bug with pumps not activating sometimes. (https://forums.factorio.com/58082) Fixed roboport connections would be missing in some cases. (https://forums.factorio.com/58238) Fixed a bug with pumps not activating sometimes. (https://forums.factorio.com/58082) Once wasn't enough? :P
by milo christiansen
Sun Mar 04, 2018 12:51 pm
Forum: News
Topic: Friday Facts #232 - PAX, Bugs, Graphs
Replies: 49
Views: 9712

Re: Friday Facts #232 - PAX, Bugs, Graphs

Well, for me I have all my big power poles wired into a single network in order to carry certain global control signals anyway (used mostly for emergency power cutoffs to keep the base defenses from turning off during a major brownout), so I just add latches to anything I want to control remotely. W...
by milo christiansen
Tue Feb 27, 2018 8:35 am
Forum: Not a bug
Topic: [16.26] Items on belt overcompressed after last update
Replies: 8
Views: 3191

Re: Bug belt

ZapTap wrote:I can press "R" repeatedly to continue putting more items on the same square of belt
That is a known NAB condition that is (probably) unrelated to this issue.
by milo christiansen
Mon Feb 26, 2018 6:00 am
Forum: Ideas and Suggestions
Topic: Crash report link GUID
Replies: 0
Views: 157

Crash report link GUID

With the new crash uploader, submitting a crash report is automatic, but sometimes it would be nice to have a way to provide more details about the crash. Rather than making users upload the report to the forum with the extra info they want to add, why not give each report a GUID? This GUID would be...
by milo christiansen
Sun Feb 25, 2018 1:16 am
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 18843

Re: Friday Facts #231 - Belt compression & Crash log uploading

IMHO crash reports are missing one simple thing: A GUID that is added to the sent data AND displayed to the user as a way to link a specific crash report to a forum bug report. When the game crashes, the report is sent, and the user is told "If you want to report more details about what happened, fe...
by milo christiansen
Mon Feb 19, 2018 2:33 am
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 27791

Re: Version 0.16.24

Honestly.

"Oh no, they may know my mod list! Maybe even my PC username! It's the end of the world!"

Go have hysterics about something worth worrying about.
by milo christiansen
Mon Feb 19, 2018 2:12 am
Forum: General discussion
Topic: Why not Qt?
Replies: 5
Views: 1341

Re: Why not Qt?

Why not QT? This is why. That article is a little old, but it is still accurate. QT is not made for games.

EDIT: Also, way back the Warzone 2100 team started trying to move from SDL to QT for various reasons. Performance tanked, and the move was scrapped.
by milo christiansen
Fri Feb 16, 2018 7:01 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 21758

Re: Friday Facts #230 - Engine modernisation

Please don't split the renderer. This just causes either more work for you or one renderer to be favored while the other runs bad and/or with bugs. Please. think about OpenGL 4.5 only or Vulkan. I'll second this. There is no reason to support DX when OpenGL works fine. Vulkan may be a bridge too fa...
by milo christiansen
Fri Feb 02, 2018 5:14 am
Forum: Pending
Topic: [kovarex][16.21] splitter filter priority lane stops non-priority
Replies: 13
Views: 1605

Re: [kovarex][16.21] splitter filter priority lane stops non-priority

If it let filtered items through when backed up it would be much harder to make sorters.
by milo christiansen
Thu Feb 01, 2018 4:10 pm
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 10187

Re: Version 0.16.21

I hope the map editor changes mean someone is working on new campaign missions...
by milo christiansen
Sat Jan 27, 2018 5:07 pm
Forum: Minor issues
Topic: [for 0.17] "always on top" programs dont work with full screen factorio
Replies: 3
Views: 813

Re: "always on top" programs dont work with full screen factorio

I'll second this, but in a slightly different way: Factorio does not play nice with alt+tab, specifically it never minimizes. I'm guessing these two things are closely related.
by milo christiansen
Sat Jan 13, 2018 6:22 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [For 0.17] [0.16.1] Cliffs not spawning, or only spawning in starting zone
Replies: 20
Views: 37646

Re: [TOGos][For 0.17][16.1] Cliffs not spawning, or only spawning in starting zone

doppelEben wrote:How long is it a "known issue" already? 0.14? 0.12? 0.15?
Cliffs were added in 0.16

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