Search found 171 matches

by mngrif
Thu Mar 22, 2018 9:23 pm
Forum: Releases
Topic: Version 0.16.34
Replies: 5
Views: 6162

Re: Version 0.16.34

STABLE
by mngrif
Mon Feb 19, 2018 9:00 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 15683

Re: Version 0.16.25

Compressed belts are back on the menu, bois!
by mngrif
Mon Feb 12, 2018 10:52 am
Forum: Releases
Topic: Version 0.16.23
Replies: 11
Views: 8679

Re: Version 0.16.23

FactorioBot wrote:Changes
  • Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.
Thank you so much! Immersion has been restored!
by mngrif
Fri Feb 02, 2018 7:38 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 38789

Re: Friday Facts #228 - High resolution turrets

laser turrets are now going to shoot something we can actually call a laser
Yay finally it's making it to vanilla!
by mngrif
Mon Jan 22, 2018 8:25 pm
Forum: Releases
Topic: Version 0.16.17
Replies: 53
Views: 12530

Re: Version 0.16.17

FactorioBot wrote:
  • Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
Thank you so much!
by mngrif
Sat Jan 06, 2018 1:15 pm
Forum: Ideas and Suggestions
Topic: Logistics Tram / Trolley
Replies: 2
Views: 192

Re: Logistics Tram / Trolley

This is a very cool idea, similar to how car manufacturing & internal warehouse logistics works.
by mngrif
Wed Jan 03, 2018 10:23 pm
Forum: Releases
Topic: Version 0.16.13
Replies: 27
Views: 8804

Re: Version 0.16.13

I should really give PvP a try... Thanks for the bug fixes!
by mngrif
Mon Jan 01, 2018 10:51 am
Forum: Releases
Topic: Version 0.16.12
Replies: 10
Views: 9117

Re: Version 0.16.12

ya'll need to go back to bed ffs
by mngrif
Sat Dec 30, 2017 8:09 pm
Forum: Releases
Topic: Version 0.16.11
Replies: 10
Views: 7780

Re: Version 0.16.11

FactorioBot wrote:
  • Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. (55913)
I feel like this has been around since 0.15. Glad it got fixed, I actually make use of burners even after 300 factory-hours.
by mngrif
Sat Dec 30, 2017 10:39 am
Forum: Releases
Topic: Version 0.16.10
Replies: 21
Views: 8403

Re: Version 0.16.10

Thanks for the timely update!
by mngrif
Thu Dec 21, 2017 7:04 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 23606

Re: Version 0.16.7

Thanks for the bug fixes! Having three tanks per wagon was cool, but I never made good use of it.
by mngrif
Fri Dec 15, 2017 4:01 pm
Forum: Releases
Topic: Version 0.16.3
Replies: 17
Views: 9092

Re: Version 0.16.3

FactorioBot wrote:
  • When mining normal entities ghost entity selection is disabled until the mining key is released.
Awesome! This was pretty annoying, glad to see this change! Thanks!
by mngrif
Wed Dec 13, 2017 12:44 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 53257

Re: Version 0.16.0

FactorioBot wrote:
  • Ctrl-delete now deletes whole word in a text field instead of a single character. (53124)
Thank you. SO. MUCH.
by mngrif
Sat Nov 25, 2017 10:44 am
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 10431

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

I love the new purple! Thank you!

Razer is on my blacklist after treating me terribly after purchasing their products. I hope to see support for others, such as Logitech.
by mngrif
Wed Jun 21, 2017 7:12 pm
Forum: Releases
Topic: Version 0.15.22
Replies: 38
Views: 13259

Re: Version 0.15.22

Explosive Mine now only does damage to enemy units and structures.
YES! Glad to see even more buffs for the landmines!
by mngrif
Thu Apr 13, 2017 8:52 pm
Forum: General discussion
Topic: Lasers, Guns or Flamers?
Replies: 4
Views: 1549

Re: Lasers, Guns or Flamers?

Lasers, guns, or flamers?
Yes
by mngrif
Tue Mar 21, 2017 11:18 pm
Forum: General discussion
Topic: What does your mega-base actually produce?
Replies: 21
Views: 7050

Re: What does your mega-base actually produce?

One hundred million green circuits.
by mngrif
Fri Feb 17, 2017 11:02 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 145
Views: 52886

Re: GreyGoo Mk I: A self-expanding factory

This is fantastic! In a YT comment you said it places solars after a recent brownout, but there are no accus, so that means it will always place a solar field in the morning. Since you aren't launching rockets I guess that's OK :) Good luck getting oil going, a third mod that helps with water might ...
by mngrif
Fri Dec 09, 2016 11:52 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 22722

Re: Friday Facts #168 - Nightvision Nightmare

My suggestion would be to come up with something else, like how they did with Predator. http://avp.wikia.com/wiki/Bio-Mask I'm not saying add in different kinds of NV, but, "do something else". Something that isn't light amplification. I think thermal + highlighting biters would be pretty epic, and ...
by mngrif
Sat Nov 26, 2016 12:03 am
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 22802

Re: Friday Facts #166 - Combat Revisit

Overall I like the combat as it is. I enjoy having to go mow the lawn from time to time, and building the infrastructure to supply my outposts so they can defend themselves. But here's what I would change. The primary problem I have with the combat is that it is (and always has been) extremely borin...

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