Search found 1235 matches

by MF-
Fri Mar 01, 2013 1:24 am
Forum: Implemented Suggestions
Topic: More Flexible Inserters
Replies: 7
Views: 10041

Re: More Flexible Inserters

1. I have many times wished for a right angle. But it would feel weird and add too much complexity for the gain. Also: I don't think we would get them if we didn't get a "move all to side" belt. 2. What about making longarms reach 2 in both directions? That might preserve the utility and k...
by MF-
Thu Feb 28, 2013 11:42 pm
Forum: Outdated/Not implemented
Topic: Crafting Chest
Replies: 10
Views: 13262

Re: Crafting Chest

Well.. I don't have many conveyor belts in my current factory.
manual supplying of the items that last long proved to be rather effective.
by MF-
Thu Feb 28, 2013 11:00 pm
Forum: Outdated/Not implemented
Topic: [Idea] Train cars, armored vehicles, nuclear power, and more
Replies: 7
Views: 16698

Re: [Idea] Train cars, armored vehicles, nuclear power, and

Rocket turrets can be defeated with rockets and standard armour -> shoot 2-3 rockets and then run away to heal yourself. I don't see any real reason why you should be technologically superior to the aliens. Suggesting train cars, so the trains look like trains is a nice idea :) Maybe also allowing c...
by MF-
Thu Feb 28, 2013 10:49 pm
Forum: Outdated/Not implemented
Topic: Crafting Chest
Replies: 10
Views: 13262

Re: Crafting Chest

I added chests as buffer when all they did was siphon away resources because the factory unloading into the chest kept going whether or not the product would be needed. Sounds like something that could be mitigated by setting a "cache limit" with a smart inserter connected to the buffer c...
by MF-
Thu Feb 28, 2013 10:23 pm
Forum: Outdated/Not implemented
Topic: Building Damage
Replies: 9
Views: 14092

Re: Building Damage

I think they should stay separated, but allowing the player to manually merge them could be neat. Perhaps by putting them into a certain building? That would make sense. But then you need to do the repairs in another building (sure, why not. Good idea.), because it would be way easier to repair tha...
by MF-
Thu Feb 28, 2013 10:19 pm
Forum: Development Proposals
Topic: Hidden ores
Replies: 138
Views: 125713

Re: Hidden ores

It seems rather silly to find huge amounts of coal and iron on the surface as it is. Maybe there should just be small amounts at ground level, and then the big clusters of ore were found other the ground some way? So you could get by with iron above ground, but really need to get the underground or...
by MF-
Thu Feb 28, 2013 9:15 pm
Forum: Frequently Suggested / Link Collections
Topic: World Names (Configurable additional filename chars and Versioning)
Replies: 3
Views: 10709

Re: Configurable additional filename character whitelist

True, copying minecraft would be a good idea here.

With an in-game rename button that would change both directory and in-save name.
(I really hate that minecraft changes only one of them)
by MF-
Thu Feb 28, 2013 7:19 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

I think I could have done something like this: primary X11 on VT7 started secondary X11 on VT8, played minecraft on it for a while, stopped secondary X11 started secondary X11 on VT8 as different user, ran factorio But I am not sure. I installed new libgl-mesa-dri today, it didn't crash when I tried...
by MF-
Thu Feb 28, 2013 7:13 pm
Forum: Frequently Suggested / Link Collections
Topic: World Names (Configurable additional filename chars and Versioning)
Replies: 3
Views: 10709

World Names (Configurable additional filename chars and Versioning)

Please note: https://forums.factorio.com/viewtopic.php?f=5&t=28393 How to organize Factorio saves Folders are already supported! You just need to create them manually. -- ßilk It might be useful if everyone could configure additional allowed character for level/file names (on his responsibility...
by MF-
Thu Feb 28, 2013 6:43 pm
Forum: Development Proposals
Topic: Hidden ores
Replies: 138
Views: 125713

Re: Hidden ores

But that kind of matter is only 5% of the universe.
Dark matter is probably useless to us, but there is still a lot of space for other useful kinds of matter.
by MF-
Wed Feb 27, 2013 10:32 pm
Forum: Ideas and Suggestions
Topic: [Idea] Crates
Replies: 18
Views: 14048

Re: [Idea] Crates

Also awesome idea.
I am not sure whether this feature isn't equal to "trains", though.
You'd need beefier conveyor belts for crates anyway (=rails :D)
by MF-
Wed Feb 27, 2013 10:29 pm
Forum: Implemented Suggestions
Topic: [Idea] Advanced Metal Smelting
Replies: 5
Views: 8542

Re: [Idea] Advanced Metal Smelting

sounds like a nice and intuitive upgrade to furnace. :)
by MF-
Wed Feb 27, 2013 9:27 pm
Forum: Not a bug
Topic: [Not a bug] one-off error on autominers?
Replies: 3
Views: 3921

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

I assumed that the autominer mines the ores under it.

But <the attachment> doesn't follow that assumption
by MF-
Wed Feb 27, 2013 9:22 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

0xf6aca058 in ?? () from /usr/lib/i386-linux-gnu/libdricore9.0.0.so.1 So, is this report actually "libGL behaves strangely on a secondary X11 server", then? I am not sure. It would be really nice if I new what is happening at that crash-or-stall time. BTW: This time a X11 restart didn't w...
by MF-
Wed Feb 27, 2013 7:51 pm
Forum: Implemented Suggestions
Topic: [Idea] Guided Missiles
Replies: 6
Views: 9281

Re: [Idea] Guided Missiles

Alien bases grow over time?
I didn't notice that.

Only timer-based creeper invasions gain +1 per invasion without any visible cap
by MF-
Tue Feb 26, 2013 8:17 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:
I forgot to mention I am running two X11 at once.
factorio runs on the secondary X11.

I tried stopping and starting the secondary X11.
Voila, it works.
by MF-
Tue Feb 26, 2013 7:57 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

It happened again. This time it crashed instantly at the beginning. then I ran it in gdb.. crashed at the 14th box as previously position, stack trace attached. 1GB of RAM was empty. (half buffers, half completely empty) Fun thing: I got "The extension is not allowed" error when I tried to...
by MF-
Tue Feb 26, 2013 6:57 pm
Forum: Implemented Suggestions
Topic: A few suggestions
Replies: 5
Views: 8458

Re: A few suggestions

I fully support 3,4,5 And bridges. I probably woudn't have an use for a backpack. Although.. In my recent freeplay map I had to go quite far from the starting point (which had plenty of coal, iron and copper) to get some stone. Having a possibility to transport way more in one go would be nice. But ...
by MF-
Tue Feb 26, 2013 3:09 pm
Forum: Development Proposals
Topic: [Polls Closed] Creepers in the demo
Replies: 34
Views: 48245

Re: [Polls] Creepers in the demo

Yes, the campaign would not make much sense on Peaceful.
But minecraft on peaceful is the same thing, there is no reason for doing anything (except making a wheat farm in recent versions)
But people use "peaceful" anyway.
by MF-
Tue Feb 26, 2013 12:22 am
Forum: Development Proposals
Topic: [Polls Closed] Creepers in the demo
Replies: 34
Views: 48245

Re: [Polls] Creepers in the demo

Get a "Peaceful" and "Normal" difficulty setting then :) With room for extensions in the form of "Easy" and "Hard". But the campaign is trivial without creepers. I guess that on "Peaceful" the level win dialogue should say something like "Level ...

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