Search found 11 matches
- Thu Apr 27, 2017 9:04 pm
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22821
Big Electric Poles wire reach from 30 to 32 (1 chunk)
The reason why I'd like to see Big Electric Poles wire reach extended from 30 to 32 is so that they are equal to 1 chunk width and tie in nicer with the built in tile-grid (the grid you can see when paused or through f4). http://i.imgur.com/ZelubcI.jpg This would allow easier planning of bases as we...
- Mon Apr 24, 2017 4:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] Crash on: "d3d_draw_bitmap_region_optimised"
- Replies: 1
- Views: 1114
[0.15.0] Crash on: "d3d_draw_bitmap_region_optimised"
I'm getting the following crash on the brand new 0.15 (thanks!): http://imgur.com/vUER1md Details: Happens when I'm zooming in and out of the map. I am using the alternative hotkeys for mapzoom (mouse thumb buttons). Contents of log: 0.001 2017-04-24 17:42:53; Factorio 0.15.0 (build 29027, win64, st...
- Fri Mar 24, 2017 5:43 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 75680
Re: Friday Facts #183 - Aiming for the release date
Awesome map improvements!!
Thanks for the update, looks like things are going well. Don't worry about the delay, I'm sure it will be worth it!
Thanks for the update, looks like things are going well. Don't worry about the delay, I'm sure it will be worth it!
- Fri Oct 14, 2016 5:44 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128023
Re: Friday Facts #160 - Playtesting
Oh boy!kovarex wrote: I forgot to mention that. This will be solved by the artillery train!
- Fri Oct 14, 2016 5:14 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128023
Re: Friday Facts #160 - Playtesting
One suggestion I might make in regards to content would be some way to automate biter base killing. The mod Robot Army ( https://forums.factorio.com/viewtopic.php?t=23543 ) is a good example but I think the idea would really benefit from an official implementation because of the complexity of things...
- Thu Sep 01, 2016 5:43 pm
- Forum: Pending
- Topic: [0.14.1][pending] [posila] Graphical setting/ options not saving on restart
- Replies: 6
- Views: 2657
Re: 0.14.1 - Graphical setting/ options not saving on restart
Just saw: http://forums.factorio.com/viewtopic.php?f=30&t=31992
That one's been resolved and since this looks like a duplicate this is probably good as well. I'll leave it to you guys
That one's been resolved and since this looks like a duplicate this is probably good as well. I'll leave it to you guys
- Thu Sep 01, 2016 5:30 pm
- Forum: Pending
- Topic: [0.14.1][pending] [posila] Graphical setting/ options not saving on restart
- Replies: 6
- Views: 2657
Re: 0.14.1 - Graphical setting/ options not saving on restart
Hi, I'm getting this issue with the current build 0.14.2 The options of: tree-sprite-mipmaps=false video-memory-usage=low texture-compression=false all get reset to the above settings when the game is relaunched. Other settings, such as V-Sync, are actually saved. Here's my start-up log: 0.002 2016-...
- Fri Apr 15, 2016 6:42 pm
- Forum: News
- Topic: Friday Facts #134 - Signal placement indicator
- Replies: 68
- Views: 39817
Re: Friday Facts #134 - Signal placement indicator
I find one of the most time consuming aspects of rail is working out the distances between signals to try and keep a uniform signal separation.
Are there any plans to aid the player with that, kovarex?
Are there any plans to aid the player with that, kovarex?
- Thu Aug 20, 2015 5:03 pm
- Forum: Mods
- Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
- Replies: 20
- Views: 35036
Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Nice. I was about to start updating the mod when i decided to check if it wasn't done already. Thanks :) :D and if I put in the code instead of the 3 or 2, wherein the 7 or 14 while there will be more night and day ?? If you were to enter values such as 7 or 14 you'd get a much longer day/night. Yo...
- Tue Aug 04, 2015 7:29 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
- Replies: 16
- Views: 25097
- Tue Aug 04, 2015 6:44 pm
- Forum: Mods
- Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
- Replies: 20
- Views: 35036
[0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Unofficial update to the mod DayNightExtender . Fixed a bug and updated to the latest factorio version (0.12.2). Type: Mod Name: DayNightExtender 1.1.0 Description: Allows individual customisation of the length of day and/or night. License: Use at will Version: 1.1.0 Release: 4th August 2015 Tested-...