Search found 155 matches

by wrtlprnft
Mon Jul 15, 2013 7:33 pm
Forum: Spread the Word
Topic: FactorioForum.com - Ideas
Replies: 12
Views: 21969

Re: FactorioForum.com - Ideas

I think that making factorioforum.com and factorioforums.com contain different things will only be confusing… it alredy contains the wiki and the forums Of course, but that's not what I meant. If one domain contains the wiki and forums, and the other one contains something else (maybe even a differ...
by wrtlprnft
Mon Jul 15, 2013 3:10 pm
Forum: Spread the Word
Topic: FactorioForum.com - Ideas
Replies: 12
Views: 21969

Re: FactorioForum.com - Ideas

I think that making factorioforum.com and factorioforums.com contain different things will only be confusing…
by wrtlprnft
Thu Jul 11, 2013 5:50 pm
Forum: General discussion
Topic: Version 0.6
Replies: 8
Views: 11238

Re: Version 0.6

Maybe this post can answer your question.
by wrtlprnft
Wed Jul 10, 2013 7:06 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
Replies: 60
Views: 53890

Re: Super compact blue FACTORIES. Made by Kwiz and Vel-maste

Very nice work, I'm amazed how these things still get smaller. To be completely fair, though, I see at least one trick that would not have worked on older versions, namely the way the second copper wire factory is fed (in both versions of your factory). This works because the hitbox of inserters has...
by wrtlprnft
Mon Jul 08, 2013 10:16 pm
Forum: Gameplay Help
Topic: Rails
Replies: 6
Views: 13982

Re: Rails

I think the following image kind of explains what's going on: https://wrtlprnft.net/factorio_geometry.png As you can see, the rails in the curved rail segments are pretty perfect circles, but they aren't concentric. This means that diagonal straight rail segments are a tiny bit narrower than horizon...
by wrtlprnft
Mon Jul 08, 2013 8:57 pm
Forum: Gameplay Help
Topic: Rails
Replies: 6
Views: 13982

Re: Rails

Well, I guess this is intended, and they might be round, but they aren't circular, no matter how you build them: https://wrtlprnft.net/factorio_circle.png

Edit: I do like how you can build really chaotic intersections: https://wrtlprnft.net/factorio_chaos.png
by wrtlprnft
Thu Jul 04, 2013 3:22 pm
Forum: Releases
Topic: Version 0.5.3
Replies: 11
Views: 19810

Re: Version 0.5.3

cube wrote:And for next time, please don't post your updater token (the random part of the url) anywhere, it is a kind of a password :-)
Well, actually I changed it, it's not even that random anymore ;-)
by wrtlprnft
Thu Jul 04, 2013 12:26 pm
Forum: Releases
Topic: Version 0.5.3
Replies: 11
Views: 19810

Re: Version 0.5.3

The update should be automatic if you have 0.5.1 or 0.5.2 othervise downloadable at https://www.factorio.com/download/experimental Hmm, my 0.5.2 doesn't ask me to download the update (or update by itself). I do get Downloading https://www.factorio.com/updater/get-available-versions?username=wrtlprn...
by wrtlprnft
Wed Jul 03, 2013 4:44 pm
Forum: Gameplay Help
Topic: Editing recipes/result count
Replies: 23
Views: 21407

Re: Editing recipes/result count

Why would you want two underground belts of different colors? They wouldn't connect, would they? Actually, I think it would be more logical if both halves of the transport belts were the same entity. So after placing the entry you have to immediately place the exit, otherwise nothing will be placed ...
by wrtlprnft
Tue Jun 25, 2013 7:27 pm
Forum: General discussion
Topic: How maps should look like
Replies: 12
Views: 14641

Re: How maps should look like

This was kind of less cheaty in original versions, because you couldn't mine your car.
by wrtlprnft
Tue Jun 25, 2013 7:19 pm
Forum: Ideas and Suggestions
Topic: Native Anger Level
Replies: 7
Views: 13494

Re: Native Anger Level

If you are interest in seeing how many creepers could come in one wave check next thread where I have done some calculations of that (more than 700 after 50 attacks and way more than 2000 after 100 attacks): https://forums.factorio.com/forum/viewtopic.php?f=23&t=545 I can only restate that the ...
by wrtlprnft
Sun Jun 23, 2013 8:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.5.2] Mining loaded cargo wagons
Replies: 4
Views: 2440

Re: [0.5.2] Mining loaded cargo wagons

I think Dr.Eddy's just referring to two trains colliding, not an actual unexpected program termination ;-) The way I read the post, one of the colliding trains was manually driven, he just ran a red signal.

Congrats on your 777th post!
by wrtlprnft
Wed Jun 19, 2013 9:27 pm
Forum: Resolved Problems and Bugs
Topic: [Bug] Lighting bug
Replies: 6
Views: 3043

Re: [Bug] Lighting bug

MF- wrote:Awesome. It would definitely deserve a place in the changelog.
https://forums.factorio.com/forum/vie ... 6425#p6425
kovarex wrote:
  • Graphics:
    • Rendering light sources behind the border of the screen (To the maximum distance of 15 tiles).
by wrtlprnft
Wed Jun 19, 2013 9:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.5.0] Assembling machines 2 are not faster than 1
Replies: 3
Views: 1905

Re: [0.5.0] Assembling machines 2 are not faster than 1

Wait, you removed the info that it they're faster, but actually made them faster?

I'm confused :-D
by wrtlprnft
Wed Jun 19, 2013 4:12 pm
Forum: Releases
Topic: Version 0.5.1
Replies: 30
Views: 23767

Re: Version 0.5.1

Also note that while writing a .zip, you get to choose how much effort you put into compressing your data. Given the speed of current CPUs, compressing the data a little might actually speed things up because less data needs to be written to disk. Of course, that's unless you have fancy SSDs or huge...
by wrtlprnft
Tue Jun 18, 2013 6:35 pm
Forum: Releases
Topic: Version 0.5.1
Replies: 30
Views: 23767

Re: Version 0.5.1

Developing such system on your own requires a few things: 1. Adding capability to the game to download or upload some files from some server - not verry hard 2. Developing seververvide web service whic would be used for sending and retrieving data from game client - verry hard as it needs to be bug...
by wrtlprnft
Tue Jun 18, 2013 12:16 pm
Forum: General discussion
Topic: thoughts about [0.5.0]
Replies: 29
Views: 17512

Re: thoughts about [0.5.0]

I disagree with Dr. Eddie. I think the devs are doing a great job. We paid money so they get to spend more time on the game. They're still trying to figure out how they would like some of the aspects to be (map generation, trains, fighting, long-term goals, …), so I understand that they throw their ...
by wrtlprnft
Mon Jun 17, 2013 6:41 pm
Forum: Releases
Topic: Version 0.5.1
Replies: 30
Views: 23767

Re: Version 0.5.1

The prison architect guys just implemented a system where you can easily share maps with other players in-game. Something I like to do with the few available saves on these forums is to load them into the game and just walk around the unknown machine and watch it in action. I know that this is defin...
by wrtlprnft
Fri Jun 14, 2013 1:06 pm
Forum: Implemented Suggestions
Topic: Highlight Ranges
Replies: 7
Views: 11039

Re: Highlight Ranges

ssilk wrote:- range he can hack and pickup
Are you sure that those two are the same?
by wrtlprnft
Thu Jun 13, 2013 4:02 pm
Forum: Implemented Suggestions
Topic: indicator for mines that ran out of deposits
Replies: 55
Views: 28733

Re: indicator for mines that ran out of deposits

I don't think that icon expresses “empty” as a state, rather “to empty” as an action. I agree that even better than an icon would be some easily visible change in the drill's appearance. If you want to make it really obvious, the drill could just mine itself and spawn as an item ready to be picked u...

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