Search found 1235 matches

by MF-
Mon Mar 04, 2013 6:56 am
Forum: Outdated/Not implemented
Topic: FENCESSSS
Replies: 6
Views: 9354

Re: FENCESSSS

We almost have walls....
by MF-
Sun Mar 03, 2013 11:45 pm
Forum: Releases
Topic: Version 0.2.10
Replies: 20
Views: 27604

Re: Version 0.2.10

Hooray!
Enjoy your well earned rest you'll sure now take :)
by MF-
Sun Mar 03, 2013 11:43 pm
Forum: Implemented Suggestions
Topic: Forcefields
Replies: 10
Views: 12858

Re: Forcefields

Actually, bringing creepers into a shooting line is rather easy even without walls or force fields. Build conveyor belts for them ! They would return the favour :) That explains why the pathfinding could take that long (so the fps is so drastically affected even with a help from an "optimizatio...
by MF-
Sun Mar 03, 2013 9:54 pm
Forum: Resolved Problems and Bugs
Topic: [Resolved 0.4.1] Underground_belt -> belt connection glitch
Replies: 1
Views: 2267

[Resolved 0.4.1] Underground_belt -> belt connection glitch

I noticed a underground_belt -> belt connection glitch. It might be useful in some tight spaces (doesn't need extra belt on the right for moving goods to edge) Spacing is unimportant. orib.jpg 1. build belts 2. underground input (top) 3. underground output (bottom) 4. 2nd underground input (middle) ...
by MF-
Sun Mar 03, 2013 9:17 pm
Forum: Not a bug
Topic: Pump v.s. underground belt collision oddity.
Replies: 3
Views: 3644

Pump v.s. underground belt collision oddity.

Try placing an underground belt next to a pump in all orientations to see it

I am not really sure which part of the oddity, if any, is a bug.
by MF-
Sun Mar 03, 2013 4:53 pm
Forum: Resolved Problems and Bugs
Topic: [Resloved 0.2.10] Steel Research Crash
Replies: 10
Views: 7245

Re: [Resloved 0.2.10] Steel Research Crash

Oh, that would be indeed important to fix.
Also it deserves a separate thread.
by MF-
Sun Mar 03, 2013 4:07 pm
Forum: Gameplay Help
Topic: New Hope - research paths quit unexpectedly
Replies: 4
Views: 6528

Re: New Hope - research paths quit unexpectedly

Do you have trouble opening the "choose research dialogue"?

It's done by T.
The icon of the product in the Lab's "product" window maybe should bring up that dialogue as well..
by MF-
Sun Mar 03, 2013 3:59 pm
Forum: Gameplay Help
Topic: Worldgen islands - how to reach loot?
Replies: 6
Views: 9672

Re: Worldgen islands - how to reach loot?

Hmm.. I might be able to use the "entering a car" teleportation. That would require building two cars, putting one on the island where the water line is thinnest, get on it, move, get off. And the other car to (hopefully) get back. But I don't think I am willing to risk getting trapped (ev...
by MF-
Sun Mar 03, 2013 2:46 pm
Forum: General discussion
Topic: Any production spreadsheet
Replies: 9
Views: 12622

Re: Any production spreadsheet

Hmm.. I have never though about such well-planned & perfect approach.

Maybe because that would prevent me from easy upgrading on the factory. (Just everything would be a bottleneck)
by MF-
Sun Mar 03, 2013 2:41 pm
Forum: Ideas and Suggestions
Topic: Separation of poles and power wires
Replies: 16
Views: 18522

Re: Separation of poles and power wires

The logic would be, that the pole would connect to every neighbour, and not only connect 2 neighbours that are too near (2-3 nodes far). And having three toggles that control autoplacing of each type of wire? Somewhere. Not sure about this one, it might add another complexity to controls for everyo...
by MF-
Sun Mar 03, 2013 2:31 pm
Forum: Resolved Problems and Bugs
Topic: [Resolved 0.2.10] Why does't Iron+Copper ore smelt anymore?
Replies: 8
Views: 6788

Re: [Resolved 0.2.10] Why does't Iron+Copper ore smelt anymo

Have same problem with steel bars. in 0.2.9 my factory from 0.2.8 save reject to smelt steel plates to steel bars. I resaved this game in 0.2.9 after I came back to 0.2.8 but it looks like Factorio saves has't backward Compatibility. Now I'm getting error when I'm trying to load game save from 0.2....
by MF-
Sun Mar 03, 2013 2:18 pm
Forum: Ideas and Suggestions
Topic: Separation of poles and power wires
Replies: 16
Views: 18522

Re: Separation of poles and power wires

Just a small note. Are you guys aware of the fact, that you can use copper wire, and connect electric poles manually? Oh my.. I feel stupid for not checking. I can't check right now.. DRI/LibGL trouble... Will I get the wires back, or they get lost? What do you think about not putting the wires int...
by MF-
Sun Mar 03, 2013 12:37 pm
Forum: 1 / 0 magic
Topic: [Crash] [Linux] Alpha 0.2.7/8 dies with SIGBUS, demos work
Replies: 25
Views: 16299

Re: [Crash] [Linux] Alpha 0.2.7/8 dies with SIGBUS, demos wo

Update: Linux version works on Ubuntu 13.04 "Raring" just as it did on 12.11 "Quantal". I played once so far. it seems to periodically micro-freeze, but that can have many possible reasons. The shutdown crash did not occur. Tried playing today... and reproduced the startup crash....
by MF-
Sun Mar 03, 2013 12:28 pm
Forum: Not a bug
Topic: [Not a bug] one-off error on autominers?
Replies: 3
Views: 3921

[MOVE!][Not a bug] one-off error on autominers?

Please move to the appropriate section so it does not clutter here.
by MF-
Sun Mar 03, 2013 11:27 am
Forum: Ideas and Suggestions
Topic: Separation of poles and power wires
Replies: 16
Views: 18522

Re: Separation of poles and power wires

Mysteria9 wrote: That would actually be a disaster for the smart system. :o
But then again, having the option doesn't hurt.
True, thanks for catching that obvious error. :)
Obviously, I have no circuit network experience.

Any suggestion where in the GUI should that option be and how it could look like?
by MF-
Sun Mar 03, 2013 11:11 am
Forum: Resolved Problems and Bugs
Topic: [Resolved 0.2.10] can't "mine" turrets or labs
Replies: 7
Views: 6041

Re: can't "mine" turrets or labs

Sorry for that, we made mistake by making release at 3 am with too many features finished the same day as well as solving payapal issues. There were several easy to fix bugs we just didn't have time to solve. I believe that we already fixed those bugs, but we will do some testing tomorrow and proba...
by MF-
Sun Mar 03, 2013 11:00 am
Forum: General discussion
Topic: Creeper attack conditions?
Replies: 4
Views: 8713

Re: Creeper attack conditions?

syneris wrote:So your actions have no influence on creeper attacks? Technology, power, construction, and resource supply/stock aren't factors?
Maybe it was a coincidence, but my observation revealed that the Radar makes them come more frequently. (Really.. a guess, I removed it after a while)
by MF-
Sun Mar 03, 2013 1:13 am
Forum: Implemented Suggestions
Topic: Forcefields
Replies: 10
Views: 12858

Re: Forcefields

good idea, creepers only attack normal buildings when they don't have any other easy path, so would be possible to block off the bulk of your base with solid light walls and have maybe 4 openings which are completely packed with laser defence!!! Or when their patchfinding was done before the partic...
by MF-
Sun Mar 03, 2013 12:55 am
Forum: General discussion
Topic: Trains and laser towers
Replies: 7
Views: 10233

Re: Trains and laser towers

I probably don't understand how exactly should "C" be used.
I actually tried the "infinite-range mad man pickaxe attack" thing.
It never worked for me. Can you please brief me on the use? (perhaps to a PM, since it's off topic)
by MF-
Sun Mar 03, 2013 12:43 am
Forum: Releases
Topic: Version 0.2.9
Replies: 13
Views: 24258

Re: Version 0.2.9

azoundria wrote:For some reason when I go to the download page, it still links me to the 0.2.8 version?

Or is that actually the file for 0.2.9?

Anyone else have this problem?

Edit: 0.2.9 is further down on the page. :P
There are very good reasons for that.
Beware!

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