Search found 203 matches
- Fri Mar 03, 2017 10:31 pm
- Forum: General discussion
- Topic: switch from .14 to .15 - savegame compatibility
- Replies: 29
- Views: 24616
Re: switch from .14 to .15 - savegame compatibility
I remember when I updated from 0.12 to 0.13 it took a few weeks for my mods to get updated. Obviously this isn't the responsibility of the developers. Expect the popular mods to get updated within the first few weeks. Don't expect EVERY mod to be updated. (Unless you're willing to update it yourself.)
- Wed Mar 01, 2017 7:24 am
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 36610
Re: Challenge: Build the fastest glider (and win something!)
Thinking some more, a 200 tile glider already gets a 200 tile penalty to the final score. So this is only exploitable by, say, a 50-tile glider that temporarily extends to 200 tiles at the start. Is that true? This is the relevant part of the rules: Final score is similar, but based on your right-m...
- Tue Feb 28, 2017 1:08 am
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 36610
Re: Challenge: Build the fastest glider (and win something!)
Hi. I'm preparing to enter the contest!
The official rules say "Smart Trains" but the name of the mod is "Smarter Trains." I just want to make sure I'm not missing something or doing something wrong...
Edit: This is hard! (But fun.)
The official rules say "Smart Trains" but the name of the mod is "Smarter Trains." I just want to make sure I'm not missing something or doing something wrong...
Edit: This is hard! (But fun.)
- Fri Feb 24, 2017 8:38 pm
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 52537
Re: Friday Facts #179 - New resource graphics & concrete
Yay. Still looking forward to 0.15....
- Fri Feb 17, 2017 10:42 pm
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23330
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
That grey goo thing is awesome! I think there should be a mini-tutorial for total newbies: hand-mining of resources; hand crafting; mining with a burner mining drill; placing transport belts and burner inserters; power generation with steam engines; using a assembling machines to create gears and re...
- Sat Feb 11, 2017 6:38 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 51624
Re: Friday Facts #177 - Difficulty settings
Considering the amount of settings that exist now, it might be useful to be able to have presets, so you can pick one that is close to what you want, and don;t have to change much. It is then also useful if you could save your settings as a new preset. Yes I agree. Many games have options like: eas...
- Fri Feb 03, 2017 8:32 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 46764
Re: Friday Facts #176 - Belts optimization for 0.15
I posted about this last week. I did a quick Google search. In the definition of the UDP protocol, a checksum of zero means "no checkum" and you're supposed to change it to 0xFFFF instead. I have no idea why a router would drop packets with a checksum of 0xFFFF.
- Fri Jan 27, 2017 10:08 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 40689
Re: Friday Facts #175 - Programmable Speaker
With the possible simple fix of checking outbound checksums and "fixing" the packet to make this particular one impossible. (Is this possible? I haven't worked with UDP much) I did a quick Google search. "UDP has a special case where 0x0000 is reserved for "no checksum computed&...
- Wed Jan 18, 2017 7:08 pm
- Forum: Ideas and Suggestions
- Topic: Underground Placement Indicators
- Replies: 7
- Views: 5563
Re: Underground Placement Indicators
It would be great to have some visual indication if an underground pipe is placed on the ground and not matched up with another underground pipe. This would eliminate most of the debugging issues.
- Sat Dec 24, 2016 12:32 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Portal
- Replies: 10
- Views: 5051
Re: Blueprint Portal
Thanks for the feedback Rseding91. I've put in over 600 hours into this game. Certainly sharing your own blueprints across games is valuable, so the only question is whether it's also valuable to share with others.
Thanks for all your hard work in making this game great! Happy holidays.
Matthew
Thanks for all your hard work in making this game great! Happy holidays.
Matthew
- Fri Dec 23, 2016 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Portal
- Replies: 10
- Views: 5051
Blueprint Portal
TL;DR: Make a Blueprint Portal (similar to the Mod Portal) to allow players to easily share blueprints with each other. Or add the Blueprint String mod to vanilla and let people use FactorioBlueprints.com . FFF #170 discusses various options to make it easier for players to share their blueprints a...
- Fri Dec 23, 2016 6:38 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 34779
Re: Friday Facts #170 - Blueprint library GUI design and redesign
I'm glad to see the blueprint library is getting some love! Let's start with single-player to keep things simple. 1. I start with a fresh install of Factorio. Then I create a blueprint in my local inventory. Does it automatically show up as a "game" blueprint? Can I delete it from my inven...
- Tue Dec 06, 2016 11:10 pm
- Forum: Ideas and Suggestions
- Topic: All players, bots and vehicles should update radar intel
- Replies: 37
- Views: 7202
Re: All players, bots and vehicles should update radar intel
Completely different idea: What if we would have specialized bots, that do some charting. We could call them "explorer bots" and they will try to explore uncharted land. Yes, I like this combination of factoriouzr's and ssilk's and daniel34's suggestions: roboports do charting (but not ro...
- Mon Dec 05, 2016 10:44 pm
- Forum: Ideas and Suggestions
- Topic: All players, bots and vehicles should update radar intel
- Replies: 37
- Views: 7202
Re: All players, bots and vehicles should update radar intel
I would like to change this topic to "Bots and vehicles will chart invisible map chunks" I believe the original request was that players, bots, and vehicles should function like radars. This means they remove the fog of war for some area around them. This includes discovering new chunks a...
- Tue Nov 29, 2016 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Allow pause while "catching up" / Server setting - auto pause on join
- Replies: 16
- Views: 7339
Re: Allow pause while "catching up" / Server setting - auto pause on join
I think the best way to implement this:
1. If there are no players on the server and someone wants to join, always pause for him/her. (Only pause for the first player joining the map.)
2. Create a simple yes/no option: should the server pause for new players when other people are playing?
1. If there are no players on the server and someone wants to join, always pause for him/her. (Only pause for the first player joining the map.)
2. Create a simple yes/no option: should the server pause for new players when other people are playing?
- Tue Nov 29, 2016 3:59 pm
- Forum: Outdated/Not implemented
- Topic: dropping chest/belt on item on ground
- Replies: 9
- Views: 3579
Re: dropping chest/belt on item on ground
Ssilk right now this thread is in "implemented suggestions". Is that correct? No argument with your decision not to implement it.ssilk wrote:I move this to won't implement.
- Mon Nov 28, 2016 10:43 pm
- Forum: Outdated/Not implemented
- Topic: dropping chest/belt on item on ground
- Replies: 9
- Views: 3579
Re: dropping chest/belt on item on ground
For example, at 13m35s in this video: https://youtu.be/yoARJG1wWP0?t=13m27s This is what I see: 1. Player creates inserter to handle output for the assembling machine. 2. Player places a chest one square below the output square. The chest doesn't get filled because it's not in the right spot. 3. Pl...
- Mon Nov 28, 2016 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
- Replies: 15
- Views: 15238
Re: Vehicle Assembly Plant / no hand crafting of tanks / trains
I don't see the benefit of this idea for the vanilla gameplay. And why only trains? what about the assemblers or the steam engines? This sound more like tedious "realism" gameplay which is not really fun for me. +1 This doesn't make the game more fun. If you make locomotives and cargo wag...
- Sun Nov 27, 2016 6:11 am
- Forum: Combinator Creations
- Topic: Movie Player
- Replies: 86
- Views: 460319
Re: Movie Player
OMG. This is beyond awesome. I can't even imagine building anything that would top this.
- Thu Nov 10, 2016 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Numerical slide intervals 90-100-200 and 900-1000-2000
- Replies: 7
- Views: 2019
Re: Numerical slide intervals 90-100-200 and 900-1000-2000
My point is that different people have different favorite numbers. I don't think it makes sense to have one-size-fits-all. It would be better if the game remembered the five most recent, or if there was some way to choose your favorites.