Search found 129 matches

by Calico
Wed Jul 30, 2014 2:30 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 492
Views: 134976

Re: Thank you (Make the dev-team happy today!)

Also... am I the only one who gets a kind of fallout vibe from the graphics and music? Having played Factorio before there was the new soundtrack, i can't judge the audio part. But the Graphics and overall setting (alone, barren wasteland, next to no technology in the start, mutated things that wan...
by Calico
Wed Jul 30, 2014 12:49 pm
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 99230

Re: I know what you did last episode

_aD wrote:Dear Hydra Players,

We, the people, know who made the barrel. We saw its creation and witnessed attempts to hide it from view. When the moment ripens we will tell all. Until that time, live in fear.

Hugs and kisses,

Your Ever-Loyal Viewers.
Fear zee Barrels!
by Calico
Tue Jul 29, 2014 11:36 am
Forum: General discussion
Topic: Current content vs Final content
Replies: 15
Views: 2311

Re: Current content vs Final content

TearOfTheStar wrote:Bought it. :D
Welcome!

Also, like others stated: There are TONS of mods already. Some of them are H U G E. And well maintained... i don't think i've ever seen a a modding community that was going as much into extremes as in Factorio. In over 20 years of gaming, i might add. :D
by Calico
Mon Jul 28, 2014 11:02 am
Forum: Resolved Problems and Bugs
Topic: [10.0.4] Crash on leaving logistic area
Replies: 37
Views: 5947

Re: [10.0.4] Crash on leaving logistic area

kovarex wrote:Hello, sorry for the game breaking bug.

It is fixed for 0.10.5, we will try to release it sooner than on friday.
Roger that. Will try to workaround and keep testing. Great radar fix, btw.
by Calico
Mon Jul 28, 2014 10:12 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 140163

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Dark wrote:I think about implementing "ore finder", that will points towards selected type of ore in 200-300 tile radius.
Ore Finder would be great... Ressources can be quite far away. Would it display only "real" ore deposists or also the tiny ones that usally don't have more then a fwe hundred in them?
by Calico
Mon Jul 28, 2014 9:59 am
Forum: Resolved Problems and Bugs
Topic: [10.0.4] Crash on leaving logistic area
Replies: 37
Views: 5947

Re: [10.0.4] Crash on leaving logistic area

I'm not demanding anything. And i never said i do.

I said i was hoping.

Being able to test 10.4 thoroughly is in the Devs best interest to (as much or even more as ours), as they like to move to the next stable version.
by Calico
Mon Jul 28, 2014 3:30 am
Forum: Resolved Problems and Bugs
Topic: [10.0.4] Crash on leaving logistic area
Replies: 37
Views: 5947

Re: [10.0.4] Crash on leaving logistic area

I've put everything on hold for the weekend. Don't wanna corrupt my saves, not knowing if they are recoverable. Will start another round now, since i'm hoping for hotfix/workaround later today. Need to test radar actually rescanning.
by Calico
Mon Jul 28, 2014 3:23 am
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 99230

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Well, you did make the biggest advancements. Surely it helped that Alex managed to get the research sorted out after some time. But you di have the fastest assesment of the situation and "got stuff done".

But Infectium still deserves a medal! I'm highly interested what his next move will be! :D
by Calico
Sun Jul 27, 2014 1:59 pm
Forum: Videos
Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
Replies: 647
Views: 99230

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

IT'S CHAOS OUT THERE! Yeah, got some time since 10.4 is bugged so i gave it a try and watched all 5 episodes so far. Combining 5 Players of different skill levels and 5 different styles.... yeah, it's fun to watch. And even the "better" players struggle quite a bit. The way the Infectium managed to ...
by Calico
Sun Jul 27, 2014 6:16 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 140163

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Dark wrote:Posted version 1.0.2

Balancing changes:
1. crude oil is less rare
2. lava is less common
great! Will start a second playthrough today, hoping the Devs fix logistics tomorrow with a hotfix. May i ask, how much more Oil? 20%? 40%?
by Calico
Sat Jul 26, 2014 7:17 am
Forum: Mods
Topic: [MOD 0.10.x] Advanced Illumination - 0.2.0 [BETA]
Replies: 9
Views: 11165

Re: [MOD 0.10.x] Advanced Illumination - 0.2.0 [BETA]

Very Nice. Will add to my "Mods that add cool stuff without changing base game to much" list. Solar Powered "weak" lights would be great. Sometimes you just want to mark the edges of your "free from damn trees" road or some edge of your base perimeter, etc. etc. edit: soooo, Dark brings the lights? ...
by Calico
Sat Jul 26, 2014 1:54 am
Forum: Releases
Topic: Version 0.10.4
Replies: 19
Views: 22536

Re: Version 0.10.4

RESCANNING RADAR... I gave up on waiting for this a looooong time ago. And finaaaaaly it's here.... and the patch is bugged and unplayable when you reach logistics bots.... damnit. :lol: Anyways, great work as usual (aside from the last minute bug ofc), also good to see that mutliplayer seems to be ...
by Calico
Thu Jul 17, 2014 11:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Constant micro-freezes/frame drops
Replies: 21
Views: 7017

Re: [0.10.3] Constant micro-freezes/frame drops

Just to clarify it for my particular case: The stutter is extremely regular, as shown in the video I linked in the OP. It stutters in that rhythm for the entire game. It doesn't matter what I do (or don't do). New game, (very) old game, always... Well, if you put it that way.... yep, seems we have ...
by Calico
Thu Jul 17, 2014 11:33 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 140163

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.1

So, i managed to playthrough, despite a bumby start without a decent source of Stone. All medium settings. Biters gave me few problems, although late game the spawners covered pretty much the entire perimeter outside my 6 outposts, sometimes even spawning new nests right beside my forward radar arra...
by Calico
Wed Jul 16, 2014 2:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Constant micro-freezes/frame drops
Replies: 21
Views: 7017

Re: [0.10.3] Constant micro-freezes/frame drops

I've also debated for some time if i should make a bug report. But like the OP, i had some serious trouble pinpointing the problem, so i wasn't sure what to report. Basically i have the same problems, random fps drops. It very often starts when zooming in or out, but it's totally random. I can stand...
by Calico
Wed Jul 09, 2014 6:10 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 140163

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.0

I'm kinda worried about having enough starting ressources but.... arhh what the heck, let's give it a try.

Wanted to try Kolli's mod anyway and this is basically the same but a bit more refined.
by Calico
Sat Jul 05, 2014 11:20 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 492
Views: 134976

Re: Thank you (Make the dev-team happy today!)

After completing freeplay number...uhm 7? 8? Total playtime likely exceeding 300 hours by now, almost half a year after buying it. Yes, it was worth every single euro. Every 2-3 updates i come back to see whats new, also recruited 2 friends for later multiplayer games. Great work Devs! Also, great w...
by Calico
Sun Jun 29, 2014 8:24 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 45769

Re: [MOD 0.10.1] Automatic Rail Laying Machine v0.0.5

Mod loaded fine for me in 0.10.2... but it's not really working. Rails are layed only with a huge delay (more then 10secs) and seemingly at random (sometimes i get a turn although i'm driving straight).

Still, a very promosing mod, pls pls continue to work on it. I love the idea.
by Calico
Sat Jun 21, 2014 9:26 am
Forum: Resolved Problems and Bugs
Topic: [0.10.1][kovarex] Error loading save
Replies: 39
Views: 7432

Re: [0.10.1] Error loading save

Same here, info supplied by previous posters applies to me also.
by Calico
Sun Jun 15, 2014 2:15 pm
Forum: Ideas and Suggestions
Topic: Endgame Content Concept Discussion
Replies: 21
Views: 6175

Re: Endgame Content Concept Discussion

Never said "infinite". :D It should be big enough to build a City in it... we don't know how many colonists are onboard the ships, but a stable population would have to be in the several thousands. So i guess the Barrier would have to be enourmous, requiring a equaly big energy source. And if you la...

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