Search found 282 matches

by abregado
Sat Mar 16, 2019 10:09 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 27684

Re: [0.17.1] intro too hard

thanks for all the feedback about this. Ive tweaked all the attacks and added a lot more warning/build up to the big attack. Please try out the new version and let me know if you think it is more reasonable.
by abregado
Sat Mar 16, 2019 10:06 pm
Forum: Implemented Suggestions
Topic: "This tile is blocked"
Replies: 1
Views: 782

Re: "This tile is blocked"

This is already shown by Compilatron, although a few people have posted that they did not trigger it. So I redid the section where it is shown and so it is more thorough.
by abregado
Sat Mar 16, 2019 10:03 pm
Forum: Implemented Suggestions
Topic: [0.17.2] Compilatron destroying wooden chest
Replies: 3
Views: 1438

Re: [0.17.2] Compilatron destroying wooden chest

This has been fixed in the next version, which will go out next week.
by abregado
Sat Mar 16, 2019 11:31 am
Forum: Modding help
Topic: how to consistently detect when entities have electricity?
Replies: 2
Views: 739

Re: how to consistently detect when entities have electricity?

Try using this:
https://lua-api.factorio.com/latest/Lua ... ity.status
and
https://lua-api.factorio.com/latest/def ... ity_status

These are the statuses that show up in the tooltip now to tell you what is wrong with various machines.
by abregado
Sat Mar 16, 2019 10:30 am
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 95
Views: 31246

Re: Local power connector module for modular armor

How very Astroneer!

Actually the way it is done in Astroneer is very innovative and fun.
by abregado
Sat Mar 16, 2019 10:16 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.14] non-recoverable error when oeprating scrap metal
Replies: 2
Views: 2236

Re: [0.17.14] non-recoverable error when oeprating scrap metal

They told me they fixed it! hehe

Yeah, this one was hard to reproduce and I thought my earlier fix had solved it. Will take another look. Thanks
by abregado
Sat Mar 16, 2019 1:13 am
Forum: Resolved Problems and Bugs
Topic: [abregado][fixed][0.17.13] Turret placement not detected
Replies: 3
Views: 2059

Re: Tutorial doesn't progress past "Automate the factory defenses" step

Your eastern most turret is ~1 tile too far to the west to trigger the condition.
Move the turret closer to your base and you can continue

Ive added a check in for a larger area and it will be fixed in the next version.
by abregado
Fri Mar 15, 2019 7:26 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 28444

Re: Friday Facts #286 - Pollution cleanup

Selvek wrote:
Fri Mar 15, 2019 7:19 pm
Is this new? The first time I went through the intro, I got massively overrun by 1000's of bugs because I had virtually no turrets :lol:
THAT was on purpose :P

Now it happens when I dont want it to, right when the player has a pistol and has not finished researching turrets.
by abregado
Fri Mar 15, 2019 7:13 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 28444

Re: Friday Facts #286 - Pollution cleanup

It should probably read "Spawn chance at current evolution factor". I mean, Kovarex did make this change in 3 days basically by himself so we have to give it some time. Also... I broke the Introduction so it is not able to be completed due to 1000's of bugs when you have no turrets. A hotf...
by abregado
Fri Mar 15, 2019 7:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.13] Introduction attacks way too strong
Replies: 1
Views: 393

[0.17.13] Introduction attacks way too strong

Sorry! Some unexpected stuff happened and now there are actually too many biters spawning. A hotfix is on its way!
by abregado
Fri Mar 15, 2019 7:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.13] Infinite biters before turrets
Replies: 1
Views: 665

Re: [0.17.13] Infinite biters before turrets

it is a bug, as the pollution changes effected the Introduction attacks in unexpected ways. It is already fixed in 0.17.14
by abregado
Fri Mar 15, 2019 12:26 pm
Forum: Not a bug
Topic: Ability to delete items in the Tutorial
Replies: 1
Views: 744

Re: Ability to delete items in the Tutorial

Currently not a bug, as it is working as intended. We are working on a new system for Compilatron to refund items.
by abregado
Fri Mar 15, 2019 12:23 pm
Forum: Not a bug
Topic: [0.17] Lab-complete tech list missing basic electronics
Replies: 1
Views: 595

Re: [0.17] Lab-complete tech list missing basic electronics

By default a new install doesn't show the Technology tree up at this point. This is being caused by your personal settings "Technology window opens when research is completed"
by abregado
Fri Mar 15, 2019 12:22 pm
Forum: Not a bug
Topic: [0.17] Compilatron traveling to the wrong location
Replies: 1
Views: 473

Re: [0.17] Compilatron traveling to the wrong location

If Compilatron is saying nothing, then it isnt doing something important. Its idle position updates during some quests.
by abregado
Fri Mar 15, 2019 12:15 pm
Forum: Not a bug
Topic: [0.17.4] Campaign "Arrival", getting stuck if you use up all the wood.
Replies: 1
Views: 380

Re: [0.17.4] Campaign "Arrival", getting stuck if you use up all the wood.

Noted, but not a bug. Will look into making this not possible.
by abregado
Fri Mar 15, 2019 12:13 pm
Forum: Not a bug
Topic: [0.17.2] Campaign stuckage
Replies: 2
Views: 807

Re: [0.17.2] Campaign stuckage

Noted, but not a bug. Will look into it.
by abregado
Fri Mar 15, 2019 12:10 pm
Forum: Duplicates
Topic: Biters freezing
Replies: 2
Views: 617

Re: Biters freezing

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