Search found 135 matches

by boro
Thu Sep 11, 2014 1:55 pm
Forum: Not a bug
Topic: [10.8] Shooting behind a wall
Replies: 7
Views: 7970

Re: [10.8] Shooting behind a wall

EditorRUS wrote:I don't get how tall a wall is. It's taller than a biter could jump and shorter than the player?
It's about one meter high. You might have noticed that this game doens't exactly aim for proportional size correctness.
by boro
Thu Sep 11, 2014 1:34 pm
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 29453

Re: lay repeating underground pipes like power lines

Thought I'd bump this cause placing underground pipes is easily the most annoying thing in the game :)
by boro
Thu Sep 11, 2014 12:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.9] reassign pending construction robots with cargo
Replies: 11
Views: 10068

Re: [0.10.9] hovering construction robots

Thinking about it some more I guess I wouldn't have this problem if I used only passive provider chests and a storage chest for these situations but still.
by boro
Thu Sep 11, 2014 12:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.9] reassign pending construction robots with cargo
Replies: 11
Views: 10068

[0.10.9] reassign pending construction robots with cargo

When a construction robot is carrying an item to a destination, and that destination becomes no longer valid because the ghost time has run out or you manually removed the ghost, it will just keep hovering on the spot, until you remove the item from it, put down a storage or requester chest, or it r...
by boro
Thu Sep 11, 2014 9:21 am
Forum: Not a bug
Topic: [10.8] Shooting behind a wall
Replies: 7
Views: 7970

Re: [10.8] Shooting behind a wall

You can shoot over walls with most weapons. You can't with the shotgun probably because it shoots a cone of pellets rather than at a specific target. My guess is that the design philosophy behind this is that when your wall is being attacked you don't need to break it down and go to the other side t...
by boro
Tue Sep 09, 2014 10:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6][slpwnd] Mouse buttons not working over gui
Replies: 12
Views: 4562

Re: [0.10.6][slpwnd] Mouse buttons not working over gui

Another related problem is that when you draw a square for the deconstruction planner, your square gets canceled as soon as the cursor touches the gui.
by boro
Tue Sep 09, 2014 10:11 pm
Forum: 1 / 0 magic
Topic: [0.10.9] biter stuck in the water
Replies: 2
Views: 3366

Re: [0.10.9] biter stuck in the water

I don't have any useful savegames from before this happened sorry. Used mods are most of Dytech, landfill and timebuttons.
by boro
Tue Sep 09, 2014 9:35 pm
Forum: Off topic
Topic: Anyone interessed to Amnesia: The Dark Descent ?
Replies: 1
Views: 4284

Re: Anyone interessed to Amnesia: The Dark Descent ?

Maybe both the best horror adventure of all time, and scariest game of all time. One of those rare games (like factorio) that is truely brilliant. I applaud you for making someone very happy with a steam key for this. (hm maybe happy is not the right word cause the game is pure terror)
by boro
Tue Sep 09, 2014 11:53 am
Forum: 1 / 0 magic
Topic: [0.10.9] biter stuck in the water
Replies: 2
Views: 3366

[0.10.9] biter stuck in the water

I guess this guy wandered into the water and now he's stuck. It's too far away from a spawner to spawn there.
factorio12.jpg
factorio12.jpg (433.59 KiB) Viewed 3366 times
by boro
Sat Sep 06, 2014 2:29 am
Forum: Resolved Problems and Bugs
Topic: minor issue with toolbelt stacks
Replies: 5
Views: 1830

Re: minor issue with toolbelt stacks

If you want to get rid of the item on your cursor, press q and it goes into your toolbelt if there's not a stack or a stack with room else it goes to your main inventory. Yes but I have the item on the cursor for a reason, like I'm building walls while crafting more walls, or rearranging my belts. ...
by boro
Fri Sep 05, 2014 5:14 pm
Forum: Resolved Problems and Bugs
Topic: minor issue with toolbelt stacks
Replies: 5
Views: 1830

Re: minor issue with toolbelt stacks

Rseding91 wrote:You can filter toolbelt slots to prevent exactly this. Simply middle mouse click the slot to set the filter.
Yes I'm aware but then you need to filter every slot and can't add new things to the toolbelt quickly. It loses a lot of its functionality that way.
by boro
Thu Sep 04, 2014 5:16 am
Forum: Resolved Problems and Bugs
Topic: minor issue with toolbelt stacks
Replies: 5
Views: 1830

minor issue with toolbelt stacks

So when you deconstruct a building it goes to the toolbelt -> great unless there is a full stack in the toolbelt, then it goes to the inventory -> great when you are holding the same building "in hand" you're picking up it adds to the stack in hand -> great unless that stack is full, then it makes a...
by boro
Thu Sep 04, 2014 3:27 am
Forum: General discussion
Topic: Whats the hardest setting thats barely beatable?
Replies: 4
Views: 1654

Re: Whats the hardest setting thats barely beatable?

With too many biters their AI fails so I often find it harder on high/big than on very high/very big. Starting area size has a big impact on difficulty.
by boro
Fri Aug 29, 2014 5:39 pm
Forum: Releases
Topic: Version 0.10.9
Replies: 14
Views: 26606

Re: Version 0.10.9

Fixed bug when some controls didn't work with mouse over the gui (https://forums.factorio.com/forum/viewtopic.php?f=7&t=5130) Now they work just fine unless there is a gui action (i.e. crafting, transfer) with the same binding. Still not working guys, same behavior as before. Are you sure that's no...
by boro
Fri Aug 29, 2014 5:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6][slpwnd] Mouse buttons not working over gui
Replies: 12
Views: 4562

Re: [0.10.6][slpwnd] Mouse buttons not working over gui

With the 0.10.9 fix it's now working for the scroll wheel to zoom in/out but nothing changed for mouse buttons 4 and 5 :(
by boro
Fri Aug 29, 2014 4:53 pm
Forum: Releases
Topic: Version 0.10.9
Replies: 14
Views: 26606

Re: Version 0.10.9

kovarex wrote: Fixed bug when some controls didn't work with mouse over the gui (https://forums.factorio.com/forum/vie ... f=7&t=5130) Now they work just fine unless there is a gui action (i.e. crafting, transfer) with the same binding.
Still not working guys, same behavior as before.
by boro
Fri Aug 29, 2014 4:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Automatic Update Crash
Replies: 5
Views: 747

Re: [0.10.3] Automatic Update Crash

The 0.10.9 is the first 0.10.x update that didn't give this "factorio.exe stopped working" for me.
by boro
Fri Aug 29, 2014 6:43 am
Forum: Not a bug
Topic: [0.10.8] oil field abundance
Replies: 7
Views: 1214

Re: [0.10.8] oil field abundance

I did some more testing and compared to 9.8 and it probably just comes down to variance (of which there is too much in map creation though). Not using mods.
by boro
Thu Aug 28, 2014 12:51 pm
Forum: Not a bug
Topic: [0.10.8] oil field abundance
Replies: 7
Views: 1214

Re: [0.10.8] oil field abundance

with default settings: 11,22,11,1,4,8,19,3,4,8
by boro
Thu Aug 28, 2014 12:44 pm
Forum: Not a bug
Topic: [0.10.8] oil field abundance
Replies: 7
Views: 1214

Re: [0.10.8] oil field abundance

I set it on on very high/very big and counted the number of oil fields in 10 restarts within viewing distance (press m and count): 7,9,12,21,13,9,11,7,21,5

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