Search found 211 matches
- Tue Mar 29, 2016 5:43 pm
- Forum: This Forum
- Topic: Forum email notifications violate factorio.com privacy policy
- Replies: 8
- Views: 3101
Re: Forum email notifications violate factorio.com privacy policy
Thanks. I can't find a link to that on my UCP but at least that means I can read it. It does not mention tracking users via a third party using embedded invisible images.
- Tue Mar 29, 2016 2:39 pm
- Forum: This Forum
- Topic: Forum email notifications violate factorio.com privacy policy
- Replies: 8
- Views: 3101
Re: Forum email notifications violate factorio.com privacy policy
Could you point me to the privacy policy that applies to the forums? I can't seem to find it from looking at the FAQ and a search. If the privacy policy located on your home page doesn't apply to all areas of your service, it should be made clear that is the case.
- Tue Mar 29, 2016 1:57 pm
- Forum: This Forum
- Topic: Forum email notifications violate factorio.com privacy policy
- Replies: 8
- Views: 3101
Forum email notifications violate factorio.com privacy policy
The factorio.com privacy policy states: "We don't provide any of user information (including the email) to third parties" Email notifications from the forum go via sendgrid.net and also contain invisible third-party tracking images. I'd prefer if the creepy invisible tracking images are re...
- Tue Mar 29, 2016 11:52 am
- Forum: Gameplay Help
- Topic: First attempt at blueprint construction works like a charm
- Replies: 7
- Views: 2546
Re: First attempt at blueprint construction works like a charm
Biters won't nest within a certain distance of buildings, but I'm not sure what the distance is.
- Sat Mar 26, 2016 2:26 am
- Forum: Gameplay Help
- Topic: First attempt at blueprint construction works like a charm
- Replies: 7
- Views: 2546
Re: First attempt at blueprint construction works like a charm
If you place down a single straight rail you can place a train station next to it, then give it a name :-)
- Fri Mar 25, 2016 9:39 pm
- Forum: Gameplay Help
- Topic: First attempt at blueprint construction works like a charm
- Replies: 7
- Views: 2546
Re: First attempt at blueprint construction works like a charm
Logistics don't hate any colour. Active provider chests (purple) empty their contents to the logistics network, they actively provide . Passive provider chests (red) provide their contents to the network if they're required, hence passive . Yellow storage chests act as the target of all items that a...
- Fri Mar 25, 2016 4:55 pm
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 56654
Re: Friday Facts #131 - Roadmap shuffle
A very exciting FFF! I'm not a cheev hunter but the icons look great. So long and thanks for all the Facts.
- Wed Mar 23, 2016 7:10 pm
- Forum: Balancing
- Topic: Passive providers chests are useless when you get them
- Replies: 10
- Views: 10610
Re: Passive providers chests are useless when you get them
Things to do with only passive provider chests: Supply repair packs to fix biter damage to walls Supply walls when the biter damage was really quite severe Supply turrets when whoops, I didn't think the biters would come from that direction Supply solar panels + accumulators + power poles to perform...
- Thu Mar 17, 2016 9:58 pm
- Forum: Mods
- Topic: [0.12] JESUS CHRIST IT'S A TRAIN GET OFF THE TRACKS [1.0.1]
- Replies: 26
- Views: 17483
Re: [0.12] JESUS CHRIST IT'S A TRAIN GET OFF THE TRACKS [0.1.0]
OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK
- Sun Mar 13, 2016 9:35 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 101050
Re: [0.12.x][v0.12.6] Bob's Enemies Mod
This isn't what I'm seeing - bother biters and spitters are attacking without being directly aggro'd. It just seems that the biters aren't chewing the walls.Sinistrem wrote:Can confirm strange behaviour. Once i've completly isolated my base (full double wall perimeter) enemies stopped attacking completly.
- Thu Mar 10, 2016 7:28 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 101050
Re: [0.12.x][v0.12.6] Bob's Enemies Mod
Vanilla biters are definitely biting concrete walls. It looks like the gun turrets (Mk. II) are "stunning" the biters (even up to Titan size) once they get close enough to the walls to bite, and then get interrupted whilst trying to bite maybe.
- Thu Mar 10, 2016 4:10 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 101050
Biters not attacking walls
I'm having some odd behaviour that I've not seen before (this is my first play with Bob's Mods). Using Bob's Enemies 0.12.6 along with most of the other Bob's Mods, but no other biter-related mods. Biters will attack my bases and the spitters will damage anything they spit. Biters run up to the wall...
- Sat Mar 05, 2016 3:42 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 54646
Re: Loader Poll - Trying to get an idea of what the opinions are
Since the loader is just a ramp for belts, to tip stuff into chests/trains, I don't see why it should be expensive, require anything to run, or be late-research. If you think you can really feed a Factory of loaders all running full tilt, then I tip my hat to you. Makes sense that assemblers cannot ...
- Thu Mar 03, 2016 6:23 pm
- Forum: Off topic
- Topic: What is the maximum distance from the map? 0.12.24
- Replies: 12
- Views: 7287
Re: What is the maximum distance from the map? 0.12.24
Hilarious until someone ruins all the fun by "fixing" them.Tyrantis123 wrote:Ghost trains sounds like a hilarious glitch to have considering that in reality there are myths of real ghost trains going across an open field where the track no longer exist.
- Thu Mar 03, 2016 12:37 pm
- Forum: Resolved Problems and Bugs
- Topic: Confirmation email looks funny
- Replies: 2
- Views: 1270
Re: Confirmation email looks funny
Just like everything else HanziQ touches.HanziQ wrote:The message is now less funny.
- Wed Mar 02, 2016 6:52 pm
- Forum: Off topic
- Topic: What is the maximum distance from the map? 0.12.24
- Replies: 12
- Views: 7287
Re: What is the maximum distance from the map? 0.12.24
Yup. The map displayed trains moving around in areas where there were no trains. Who you gonna call?ske wrote:Ghost trains?
- Sun Feb 28, 2016 7:22 pm
- Forum: Implemented Suggestions
- Topic: Robots should copy modules in blueprints
- Replies: 7
- Views: 3534
Re: Robots should copy modules in blueprints
I re-purpose machines sometimes and find the manual module handling very cumbersome. Remember: just because you may not use a feature / a method, doesn't mean everyone else follows you :-)
- Sat Feb 27, 2016 2:02 pm
- Forum: Off topic
- Topic: What is the maximum distance from the map? 0.12.24
- Replies: 12
- Views: 7287
Re: What is the maximum distance from the map? 0.12.24
I've had a train at approximately 4800 chunks out. It was a large train, I was using RSO and let's just say there's a lot of oil out there. And ghost trains...but they don't seem to be there any more :-(
- Sat Feb 27, 2016 2:00 pm
- Forum: News
- Topic: Friday Facts #127 - Steam Status III: Thank You
- Replies: 89
- Views: 42242
Re: Friday Facts #127 - Steam Status III: Thank You
There's gonna be tractors? \o/-root wrote:Grats on the smooth release guys. We'll see what kind of traction the game gains with the community.
- Sat Feb 27, 2016 1:58 pm
- Forum: News
- Topic: Friday Facts #127 - Steam Status III: Thank You
- Replies: 89
- Views: 42242
Re: Friday Facts #127 - Steam Status III: Thank You
It's one thing to get a new customer from the Steam launch. But getting a professional lurker to comment publicly? Wow.Yaua wrote:Long time I didn't went here, despite reading FFF each weeks. But this week is particularly important so...