Search found 1235 matches
- Sat Apr 11, 2015 6:47 am
- Forum: This Forum
- Topic: [fixed] Allow .log extension
- Replies: 3
- Views: 8211
Re: Allow .log extension
makes sense
- Sat Apr 11, 2015 6:21 am
- Forum: Releases
- Topic: Version 0.11.21
- Replies: 48
- Views: 58960
Re: Version 0.11.21
TYPO in a changelog line:
Fixed the freezes and wrong behaviour when manually crafting recipes with probabilities. (posting.php?t=9354)
a "posting" link is provided instead of the correct "viewtopic"
Fixed the freezes and wrong behaviour when manually crafting recipes with probabilities. (posting.php?t=9354)
a "posting" link is provided instead of the correct "viewtopic"
- Sat Apr 11, 2015 6:18 am
- Forum: News
- Topic: Friday Facts #80 - Crazy start
- Replies: 49
- Views: 45356
Re: Friday Facts #80 - Crazy start
Yeah
Just move it on the Y axis and alpha-alway in a couple of tiles.
Even 3x the rocket height could be well enough.
That would indeed be the simplest way of dealing with it.
I think that might even be the default way 2D games do it.
Just move it on the Y axis and alpha-alway in a couple of tiles.
Even 3x the rocket height could be well enough.
That would indeed be the simplest way of dealing with it.
I think that might even be the default way 2D games do it.
- Mon Apr 06, 2015 7:02 am
- Forum: Not a bug
- Topic: [0.11.20] Burner Inserter occasionally deletes items
- Replies: 9
- Views: 6837
Re: [0.11.20] Burner Inserter occasionally deletes items
Does the burner keep the auto-inserted fuel in its slot?
I suspect it might immediately burn it for energy.
I suspect it might immediately burn it for energy.
- Sun Apr 05, 2015 6:34 am
- Forum: Ideas and Suggestions
- Topic: An enemy that'll make a nest out of your base!
- Replies: 9
- Views: 6387
Re: An enemy that'll make a nest out of your base!
Interesting idea, I was sort of thinking the building could still be used even if the Stinger has taken over, just significantly slower.Eventually the building breaks down and the Stingers search for the next closest building to call home.
I also expected the building to work. Stingers didn't ...
- Sat Apr 04, 2015 9:12 am
- Forum: Ideas and Suggestions
- Topic: Ecology of the Angry Angry Isopods
- Replies: 7
- Views: 4842
Re: Ecology of the Angry Angry Isopods
If biters did things on their own, wouldn't they also explore -> create more and more world chunks?
On the other hand they wouldn't require "being pregenerated" in far chunks
if they could really spread and live on their own.
PS: https://forums.factorio.com/forum/viewtopic.php?f=6&t=9419 suggests ...
On the other hand they wouldn't require "being pregenerated" in far chunks
if they could really spread and live on their own.
PS: https://forums.factorio.com/forum/viewtopic.php?f=6&t=9419 suggests ...
- Sat Apr 04, 2015 9:09 am
- Forum: Ideas and Suggestions
- Topic: An enemy that'll make a nest out of your base!
- Replies: 9
- Views: 6387
Re: An enemy that'll make a nest out of your base!
Perhaps they could build their hives on trees when no dry place is available.
Perhaps the building "taken over" will still works for the player for some time,
before they accidentally jam something inside (and cause an alert)
This suggestion seems to come suspicously handy related to https ...
Perhaps the building "taken over" will still works for the player for some time,
before they accidentally jam something inside (and cause an alert)
This suggestion seems to come suspicously handy related to https ...
- Sat Apr 04, 2015 8:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] Crafting by hand with probability tag causes lockup
- Replies: 6
- Views: 2804
Re: [0.11.19] Crafting by hand with probability tag causes lockup
There was a change in hadling the probability in 0.11.20 AFAIK.
Fixed the loot table probability calculation bug. (https://forums.factorio.com/forum/vie ... php?t=9277)
Fixed the loot table probability calculation bug. (https://forums.factorio.com/forum/vie ... php?t=9277)
- Sat Apr 04, 2015 8:31 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Train Tunnels
- Replies: 7
- Views: 14116
Re: [Request] Train Tunnels
I consider this solution far superior
https://forums.factorio.com/forum/vie ... 14&p=60264
regular tunnels "bend" the train underground at riddiculous angles and look fishy due to the 2D-ness of the engine.
https://forums.factorio.com/forum/vie ... 14&p=60264
regular tunnels "bend" the train underground at riddiculous angles and look fishy due to the 2D-ness of the engine.
- Sat Apr 04, 2015 8:17 am
- Forum: News
- Topic: Friday Facts #80 - Crazy start
- Replies: 49
- Views: 45356
Re: Friday Facts #80 - Crazy start
Given that the camera is hovering above the ground,
altitude depending on the zoom level...
I'm not sure if moving on the Y axis would do.
I now see it would have to be drawn "on the opposite side of the silo than player is" for a valid Z-coordinate efffect
and also increse in size as it ...
altitude depending on the zoom level...
I'm not sure if moving on the Y axis would do.
I now see it would have to be drawn "on the opposite side of the silo than player is" for a valid Z-coordinate efffect
and also increse in size as it ...
- Sun Mar 22, 2015 7:51 am
- Forum: Ideas and Suggestions
- Topic: Multiple Monitor Gameplay
- Replies: 5
- Views: 5063
Re: Multiple Monitor Gameplay
Can't your OS do that?
On linux when I can move my mouse pointer from one screen onto another,
then it means that it's technically just one big screen.
It should be easy to get a window split across monitors to begin with.
With fullscreen, not sure. It might involve some hacking at allegro or ...
On linux when I can move my mouse pointer from one screen onto another,
then it means that it's technically just one big screen.
It should be easy to get a window split across monitors to begin with.
With fullscreen, not sure. It might involve some hacking at allegro or ...
- Sun Mar 22, 2015 7:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] Number of needed resources sometimes wrong
- Replies: 11
- Views: 9333
Re: [0.11.19] Number of needed resources sometimes wrong
Didn't those recipe lines where the number wasn't satisfied from inventory but crafting..
.... use to be yellow or something.. precisely to alert you you might not have added that component?
.... use to be yellow or something.. precisely to alert you you might not have added that component?
- Sat Mar 21, 2015 9:18 am
- Forum: Implemented mod requests
- Topic: Modifying powercables
- Replies: 7
- Views: 9248
Re: Modifying powercables
you mean "add cable types" ? Not sure that's possible
- Sat Mar 21, 2015 9:12 am
- Forum: Modding discussion
- Topic: Smart Inserter Logic
- Replies: 4
- Views: 6303
Re: Smart Inserter Logic
what functionality do you seek?
many more options will be availabe with the 0.12 big logic update
many more options will be availabe with the 0.12 big logic update
- Sat Mar 21, 2015 9:00 am
- Forum: Implemented Suggestions
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 30104
Re: Free cables/wires (Poles contain all)
An inventory item would work pretty well.
The wire it'll deploy will simply be set by it's mode,
allowing you to wire the same kind of wire at many places at once without any switching.
if someone wants to know where the cable came from,
perhaps that item could be "fueled" by an item "roll of ...
The wire it'll deploy will simply be set by it's mode,
allowing you to wire the same kind of wire at many places at once without any switching.
if someone wants to know where the cable came from,
perhaps that item could be "fueled" by an item "roll of ...
- Sat Mar 21, 2015 8:35 am
- Forum: Won't fix.
- Topic: Green / red wires don't recycle
- Replies: 4
- Views: 11057
Re: Green / red wires don't recycle
WHAT?? So I paid for freebies?DaveMcW wrote:You also get them for free if you have construction bots build them.
- Sat Mar 21, 2015 8:33 am
- Forum: Implemented Suggestions
- Topic: Research progress visualization ☸
- Replies: 17
- Views: 26692
Re: Research progress visualization
sounds nice, clean and simple
- Sat Mar 21, 2015 8:20 am
- Forum: News
- Topic: Friday Facts #78 - Focused on 0.12
- Replies: 22
- Views: 31135
Re: Friday Facts #78 Focused on 0.12
Will the new command line interface also give us the "--headless" option? 
EDIT: Oh yes, the's the great logic update at the end of that 0.11 tunnel. Oh yes.

EDIT: Oh yes, the's the great logic update at the end of that 0.11 tunnel. Oh yes.
- Sun Mar 08, 2015 9:48 am
- Forum: News
- Topic: Friday Facts #76 - MP inside out
- Replies: 52
- Views: 57265
Re: Friday Facts #76 - MP inside out
Have the "auto-save" become "auto-push", so all the clients still run on there own but one player pushes there game to all other clients. So this way everyone wins.
Also auto-save hapens in a reasonable time because it doesn't happen over the internet.
"auto-push" would therefore be the initial ...
Also auto-save hapens in a reasonable time because it doesn't happen over the internet.
"auto-push" would therefore be the initial ...
- Sat Mar 07, 2015 9:07 am
- Forum: News
- Topic: Friday Facts #76 - MP inside out
- Replies: 52
- Views: 57265
Re: Friday Facts #76 - MP inside out
Good point.MeinAccount wrote:Couldn't that also be done by a dedicated server?
If I would be paying for a dedicated map storage/server, I would probably like
this particular computer to also help clients with "internet issues".
Or aid with network configuration in general, for that matter.