Search found 214 matches

by Align
Sun Feb 28, 2016 8:17 am
Forum: Mods
Topic: [MOD 0.12.x] Time Lapse Mod
Replies: 27
Views: 29034

Re: [MOD 0.12.x] Time Lapse Mod

I'm having some issues, going by the screenshots I've got in the folder the mod seems to have worked for the first few minutes but then just stopped. I definitely didn't turn it off or touch the settings, so maybe I'd paused the game and this halted the screenshot taking permanently rather than temp...
by Align
Sat Feb 06, 2016 8:34 pm
Forum: Releases
Topic: Version 0.12.22
Replies: 58
Views: 50312

Re: Version 0.12.22

Ah, my bad. I thought I'd read in one of the updates that all old icons had been brought up to date, but I suppose that was about the research screen.
by Align
Sat Feb 06, 2016 2:38 pm
Forum: Releases
Topic: Version 0.12.22
Replies: 58
Views: 50312

Re: Version 0.12.22

Hey, doesn't the Electric Miner still use an outdated icon? I just saw the old trailer and the electric miners there looked just like the windmill-ish icon the current miner has, so I figure it's just a leftover.
by Align
Sat Jan 30, 2016 9:12 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 121830

Re: [0.12.x] RSO Discussion thread

By tiny do you mean the single-tile ones?
by Align
Sat Dec 12, 2015 10:36 am
Forum: News
Topic: Friday Facts #116 - Strategy Guide
Replies: 58
Views: 34687

Re: Friday Facts #116 - Strategy Guide

The list of mods can get very long for some cases, so perhaps that should be under a separate tab? Or at least below the other game details (tags & playernames).
I'm hoping it'll be possible to filter for servers that have/don't have a given mod, too
by Align
Fri Nov 13, 2015 10:39 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 121830

Re: [0.12.x] RSO Discussion thread

Hm... come to think of it I usually went with the config files rather than the "use in-game settings" mode, so it might just be those. And I haven't actually tested what the results with those are to any major extent, I just saw the "size=2 or 3" and figured it was what it said.
by Align
Tue Nov 03, 2015 7:47 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 121830

Re: [0.12.x] RSO Discussion thread

It used to be like 4-6 patches per field in older versions, not sure why it was halved to 2-3 in the default settings
by Align
Wed Oct 28, 2015 2:45 pm
Forum: Mods
Topic: [MOD 0.12.x] Time Lapse Mod
Replies: 27
Views: 29034

Re: [MOD 0.12.x] Time Lapse Mod

Does this work with .0.12.10?
by Align
Sat Oct 10, 2015 5:03 pm
Forum: Technical Help
Topic: Sprites missing or corrupted
Replies: 10
Views: 14370

Re: Sprites missing or corrupted

The fix screws up NV goggles in an interesting way:

Image

Seems to invert lighting, rather than use a green filter? Bug in any case
by Align
Fri Oct 02, 2015 7:50 am
Forum: Mods
Topic: [MOD 0.12.21] Wind Turbine
Replies: 32
Views: 55371

Re: [MOD 0.12.x] Wind Turbine

Neat! I always thought that if the game was going to need power for the off-shore pumps, you'd bootstrap your electricity setup with a simple turbine like that, just for the sake of making sense.
by Align
Mon Sep 28, 2015 8:39 am
Forum: Show your Creations
Topic: Original Factorio Intro (song) Now in "HD"!
Replies: 13
Views: 23296

Re: Original Factorio Intro (song) Now in "HD"!

The three main tunes (that weren't wind or vague ambience) from the old soundtrack are on youtube: https://www.youtube.com/playlist?list=P ... Uefa-9_e93
by Align
Sat Sep 12, 2015 9:34 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 121830

Re: [0.12.x] RSO Discussion thread

What's collision avoidance mean here?
by Align
Sun Sep 06, 2015 7:47 pm
Forum: General discussion
Topic: Let's discuss the new soundtrack
Replies: 18
Views: 19584

Re: Let's discuss the new soundtrack

Either way, I'd sooner expect a new track rather than replacing the old ones
by Align
Sun Sep 06, 2015 8:06 am
Forum: General discussion
Topic: Let's discuss the new soundtrack
Replies: 18
Views: 19584

Re: Let's discuss the new soundtrack

Well yes, we obviously don't want to deliberately use bad sound quality to get the noise effect.
by Align
Sat Sep 05, 2015 9:30 pm
Forum: General discussion
Topic: Let's discuss the new soundtrack
Replies: 18
Views: 19584

Re: Let's discuss the new soundtrack

I may have stumbled on an important discovery. As I was listening to the old music (sepro1.ogg), I was trying to put my finger on why I liked it so much for Factorio. Was it because of the rhythmic sound? How it pounded on the inside of my skull? Filled my head with sound? Or my ears with noise. Noi...
by Align
Tue Sep 01, 2015 5:32 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 121830

Re: [0.12.x] RSO Discussion thread

Bug. Maybe the oil generation code ended up exponentially increasing by distance accidentally at some point?
by Align
Sat Aug 29, 2015 7:25 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 121830

Re: [0.12.x] RSO Discussion thread

Do you mean that there is not enough biters? Not exactly - RSO has less enemy bases, but this is necessary since you may have to go quite far to get enough resources that you can start taking the fight to them. But that also means there's much less need for the defensive lines you need in vanilla. ...
by Align
Fri Aug 28, 2015 3:50 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 121830

Re: [0.12.x] RSO Discussion thread

That's been a recurring problem even since the beginning of RSO, and I'm not sure how to solve it. They can't be too frequent or strong since in RSO you have to scout for resources, sometimes far and wide with the rarer oil and stone if you get unlucky. After that though, since you rarely need to ex...
by Align
Thu Aug 27, 2015 3:43 pm
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 95
Views: 22273

Re: Local power connector module for modular armor

That's kind of discouraging, sounds prone to stalemates.
by Align
Sun Aug 23, 2015 8:30 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 121830

Re: [0.12.x] RSO Discussion thread

GopherAtl wrote: words are wordy, so I'll pause for a screenshot of the map with it generating 4 starting areas with separation 2
http://puu.sh/jKJ4p.png
Does this ensure water in the starting areas?

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