Search found 557 matches
- Thu Jun 13, 2013 9:26 pm
- Forum: Gameplay Help
- Topic: Destroying creper bases in sandbox mode
- Replies: 10
- Views: 17349
Re: Destroying creper bases in sandbox mode
I suppose if I'd actually looked at who asked the question I'd have thought for a second why he was asking Should I take this as a compliment or as an insult? A compliment of course, if I'd thought that it could be taken as an insult I would not have said it :) That's why I thought, but still had t...
- Thu Jun 13, 2013 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Diodes, Switches, other Electrical Apparatuses
- Replies: 14
- Views: 18778
Re: Diodes, Switches, other Electrical Apparatuses
It is planned to make some redundancy when connecting, probably connect two poles to the same pole just when they are not direct neighbours. The rest is good ideas, and some of it might be implemented. Here is a simple solution. When you remove a pole other poles that has been conected to it automa...
- Thu Jun 13, 2013 9:04 pm
- Forum: Gameplay Help
- Topic: Destroying creper bases in sandbox mode
- Replies: 10
- Views: 17349
Re: Destroying creper bases in sandbox mode
Should I take this as a compliment or as an insult?FreeER wrote:I suppose if I'd actually looked at who asked the question I'd have thought for a second why he was asking
- Thu Jun 13, 2013 8:59 pm
- Forum: General discussion
- Topic: huh? can't find steel on my to-do list!
- Replies: 11
- Views: 15753
Re: huh? can't find steel on my to-do list!
Why not infomration about which building or structure is needed for production of something to every item. I know that currently you basicly only have Furnaces and Asembly macines but in future you would probably wanna add more various item, which would probably need more specific structures for its...
- Thu Jun 13, 2013 8:52 pm
- Forum: Releases
- Topic: Midterm goal
- Replies: 19
- Views: 23579
Re: Midterm goal
Guys I compleetly agree with your decision to postpone Multiplayer. As a game developer myself I know how much work needs to be put in to do it. And I also know that before doing it you should make sure that you have absolutely stable game core othervise you will run in a lot of troubles. If you don...
- Wed Jun 12, 2013 1:57 am
- Forum: Resolved Problems and Bugs
- Topic: 0.5.0 Research lab bugs out.
- Replies: 1
- Views: 1573
Re: 0.5.0 Research lab bugs out.
There is a known bug in 0.5.0 of game crashing when you rightclick on research lab and you are not researching anything at the time. It will be fixed in 0.5.1 and tuntil then just keep researching things
- Tue Jun 11, 2013 5:38 pm
- Forum: Modding discussion
- Topic: [Concept] GUI program for writing definitions
- Replies: 13
- Views: 12609
Re: [Concept] GUI program for writing definitions
Yes for this program to work you need to upgrade to 1.7 (1.7.21 is latest version out) of Java. Prior upgrading to version 1.7.x I strongly removing older 1.6.x version of Java becouse instaler doesn't upgrade 1.6.x to 1.7.x but just instals 1.7.x bbesides existing 1.6.x. And when you try to runn an...
- Tue Jun 11, 2013 4:54 pm
- Forum: Balancing
- Topic: Infinite Rocket Fuel
- Replies: 6
- Views: 10332
Re: Reduce the Creeper spawner rate
The problem with alien rocket turets is that you have no way to avoid its misels as they seem to have infinite fuel. Take an example: Yesterday I build a railway between two of my stations. Becouse railway goes to close to one of the alien bases alien rocket turets launched rockets towards my train....
- Tue Jun 11, 2013 4:43 pm
- Forum: Ideas and Suggestions
- Topic: Isle of tune mod
- Replies: 21
- Views: 19697
Re: Isle of tune mod
Why not? You have bunch of samples which you play at random timer intervals in different combinations. Result would be quite like when listening birds in the forest.MF- wrote:I expressed, that I am unsure that birds that never get boring could be simulated by finite amount of samples.
- Tue Jun 11, 2013 4:39 pm
- Forum: Gameplay Help
- Topic: Destroying creper bases in sandbox mode
- Replies: 10
- Views: 17349
Re: Destroying creper bases in sandbox mode
You can still pick up your turrets before they get destroyed, right? No becouse all the crepers from that base swarms toward my turet and smash it before I'm even able to retrieve it. I gues I'll have to make so caled moving turret wall. Olacing several lines of turets and then moving lines forward...
- Tue Jun 11, 2013 2:24 am
- Forum: Gameplay Help
- Topic: Destroying creper bases in sandbox mode
- Replies: 10
- Views: 17349
Destroying creper bases in sandbox mode
Hi!
How can I dstroy creper bases in sandbox mode when you have no character?
I tried destroying them by building turets nearby but my turets always get destroyed before I manage to kill them off.
Any idea of how should I proceed?
How can I dstroy creper bases in sandbox mode when you have no character?
I tried destroying them by building turets nearby but my turets always get destroyed before I manage to kill them off.
Any idea of how should I proceed?
- Tue Jun 11, 2013 2:18 am
- Forum: Releases
- Topic: Version 0.5.0
- Replies: 33
- Views: 29569
Re: Version 0.5.0
Wait you are generating perlin noise for every posible terrain and then compare them between to see which one has higher value at certain location?
- Mon Jun 10, 2013 9:07 pm
- Forum: General discussion
- Topic: thoughts about [0.5.0]
- Replies: 29
- Views: 17456
Re: thoughts about [0.5.0]
Play→Custom Scenario→base/sandbox. Also has some neat optional features such as researching all technologies, and a chest full of starter goodies. I'd like an option to disable the day/night cycle (night without a flashlight is pretty dark) and some way to move cars and trains. I would rather have ...
- Mon Jun 10, 2013 8:56 pm
- Forum: Ideas and Suggestions
- Topic: Isle of tune mod
- Replies: 21
- Views: 19697
Re: Isle of tune mod
@ birds in the morning I think it would be hard to reproduce their success. They retire for larger part of the year, it's only seasonal. (at least here) There are so many varieties of birds, each is trying to get it's song different from the other on purpose, adapt the song during performance and (...
- Mon Jun 10, 2013 8:42 pm
- Forum: General discussion
- Topic: thoughts about [0.5.0]
- Replies: 29
- Views: 17456
Re: thoughts about [0.5.0]
Why not simply adding and arow indicating the the output when placing mines, similar as it is done with inserters And since you are talking about menu changes I would realy like to see Test(Play) button in editor which would alow you to quickly test your map. Also it would be nice that when you are ...
- Mon Jun 10, 2013 8:32 pm
- Forum: Releases
- Topic: Version 0.5.0
- Replies: 33
- Views: 29569
Re: Version 0.5.0
The map generator is based on the Perlin's noise. For an overview it is good to imagine that the generator creates a "mountain range". Afterwards the shape of this mountain range is translated into what is on the map. So for instance if a point on the map is "higher than 3000m" ...
- Mon Jun 10, 2013 5:22 am
- Forum: Ideas and Suggestions
- Topic: Isle of tune mod
- Replies: 21
- Views: 19697
Re: Isle of tune mod
but I thought, that the hero begins to talk to himself, because of his loneliness ... maybe he sings "I will survive..." :) You know that might even atract some pepole, especially if it is a bit goofy singing :D Anywhay developers if you are interested I vaguely know a freelance music com...
- Mon Jun 10, 2013 5:16 am
- Forum: Resolved Problems and Bugs
- Topic: Factorio 0.5.0 64 bit Editor keeps crashing
- Replies: 2
- Views: 1706
Re: Factorio 0.5.0 64 bit Editor keeps crashing
Now when you mention it I think that could be it. I spend quite some time today in edito wthout any crashes. And during all this time I wasn't working anything near enemy bases.
- Mon Jun 10, 2013 4:50 am
- Forum: Ideas and Suggestions
- Topic: Isle of tune mod
- Replies: 21
- Views: 19697
Re: Isle of tune mod
You know I actually do understand what you want. Te only problem is that it is hard to vocalize factry status without that vocalization to become tiresome after some time. Now if you ask me I would be prety happy with some voice warnings about critical stuff about your factory like low power, mine e...
- Mon Jun 10, 2013 1:29 am
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 51968
Re: mute the game while alt-tabbed
Just do some testing on this. After you puse the game the music will continue playing until the end of current song. Next song won't start playing until you resume the game. And you don't even need to ALT+TAB for this. Also I did some checking and even paused Factorio game which is being kept runnin...