Search found 1107 matches
- Thu Aug 08, 2013 9:44 pm
- Forum: Releases
- Topic: Update 0.6.0
- Replies: 34
- Views: 30996
Re: Update 0.6.0
Is it just me who things that the graphics is getting worse and worse by every release? The reason is that everything just looks the same and it is very hard to orient in it. In my factory, I just see a lot of gray things, all of which are looking the same :(. You are not alone in that. Thanks for ...
- Thu Aug 08, 2013 9:43 pm
- Forum: Mods
- Topic: [MOD WIP 0.6.1] higcontrast
- Replies: 0
- Views: 6070
[MOD WIP 0.6.1] higcontrast
So... two days ago I read the todays post wanting simple high contrast graphics back, and while my time machine is recharging, I started doing a mod for that. You can see it here: https://github.com/bluecube/factorio-highcontrast This mod overrides some of the graphics from Factorio base mod with si...
- Thu Aug 08, 2013 3:13 pm
- Forum: Ideas and Suggestions
- Topic: Smooth scrolling and walking
- Replies: 5
- Views: 8282
Re: Smooth scrolling and walking
Nope.zer0t3ch wrote:The range can be changed in the new worldgen.
You can change their distance from the starting point and you can make a mod to change their range, but you cannot change their range from worldgen.
- Wed Aug 07, 2013 12:00 am
- Forum: Ideas and Suggestions
- Topic: Isle of tune mod
- Replies: 21
- Views: 19685
Re: Isle of tune mod
This is nice!
- Tue Aug 06, 2013 11:18 am
- Forum: Ideas and Suggestions
- Topic: Web Access
- Replies: 13
- Views: 11763
Re: Web Access
>_> So much for my autoupdating mod. (Or one that can at least tell you when there's a new update) I guess my mod manager will have to becpome a reality... :3 :-O, someone wants a updating mod! We were toying with the idea of updating mods when doing the autoupdater. There are some security problem...
- Tue Aug 06, 2013 10:50 am
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 18302
Re: pipes - "water flow resistance"?
Actually pipes are more complex than using just pressure difference, (water inertia has to be used as well), and they are currently a little broken (at least I consider them broken, you should be able to make a double pipe without problems :-) ) Unfortunately this breakage doesn't have high enough p...
- Mon Aug 05, 2013 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Web Access
- Replies: 13
- Views: 11763
Re: Web Access
It's not in Factorio and I don't believe it is in lua without additional libraries (which you cannot use in Factorio).
- Mon Aug 05, 2013 11:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.6.1] Tight Spot Crash
- Replies: 4
- Views: 2121
Re: [0.6.1] Tight Spot Crash
I think this is because when you remove a wall, coins are removed from your inv. And atm the remove function is broken for the player inventory, but this will be fixed in the next update I thought so too, but it's a different problem and I can't replicate it. drs9999: This happens when loading tigh...
- Sun Aug 04, 2013 12:27 pm
- Forum: Implemented Suggestions
- Topic: Decimal point for kilowatts in electric network info
- Replies: 5
- Views: 7271
Re: Decimal point for kilowatts in electric network info
There will be correct rounding in the electricity statistics in 0.6.2.
https://forums.factorio.com/forum/vie ... f=7&t=1140
https://forums.factorio.com/forum/vie ... f=7&t=1140
- Sun Aug 04, 2013 11:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.6.1]mining drill arrows/express splitter
- Replies: 4
- Views: 2230
Re: [0.6.1]mining drill arrows/express splitter
its '`' or '~', I'm never sure which one
- Sun Aug 04, 2013 11:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.6.1]Electric info panel units
- Replies: 1
- Views: 1674
Re: [0.6.1]Electric info panel units
in 0.6.2 there will be proper SI prefix for kilowatts and also correct rounding.
- Sun Aug 04, 2013 8:01 am
- Forum: Resolved Problems and Bugs
- Topic: [6.0.1] Map generation
- Replies: 5
- Views: 2059
Re: [6.0.1] Map generation
No, no massive fixes are planned. I want to make the resource fields more responsive to the controls and to change its shape to make it look les cake-y and more like the forrests do now, but at default settings the gameplay should not change too much.
- Sat Aug 03, 2013 9:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [6.0.1] Map generation
- Replies: 5
- Views: 2059
Re: [6.0.1] Map generation
We know that the resource generation is not optimal now ... It is currently on my list (top of the list, actually), so expect this fixed in 0.7.0
- Sat Aug 03, 2013 9:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.6.1]mining drill arrows/express splitter
- Replies: 4
- Views: 2230
Re: [0.6.1]mining drill arrows/express splitter
Mining drill arrows will work correctly in 0.6.2. Thank you for finding the bug. Recipe for express splitter was changed in 0.6.1 to depend on express belts, but games saved in 0.6.0 and before still carry the older recipe saved in them. You could try to generate a new map, type `game.player.force.e...
- Sat Aug 03, 2013 10:30 am
- Forum: Ideas and Suggestions
- Topic: Idea for the goal in the late game - supply ships on orbit
- Replies: 44
- Views: 36354
Re: Idea for the goal in the late game - supply ships on orb
Hmm, I like the rocket/supply idea, but IMO it is the wrong approach. Obviously the game needs some stuff to expand the mid/endgame, but adding a storyline into the freeplay means that it is not a "freeplay" anymore. (Assuming that you HAVE TO supply them) I would prefer to see these thin...
- Thu Aug 01, 2013 11:37 am
- Forum: Resolved Problems and Bugs
- Topic: 0.6.1 removing items from player's inv
- Replies: 1
- Views: 2421
Re: 0.6.1 removing items from player's inv
Thank you for noticing this. It is a bug, and it will be fixed in 0.6.2. I'm moving this thread to resolved bugs.
- Mon Jul 29, 2013 5:30 am
- Forum: Implemented Suggestions
- Topic: Factor 1000 for energy
- Replies: 32
- Views: 10554
Re: Factor 1000 for energy
I was planning to do exactly that ... do you think it will not work?kovarex wrote:We are aware that the realism must be less important than gameplay.
I doubt that in reality someone would take iron plates and copper plates and build automated robotic arm in few seconds out of it
- Sat Jul 27, 2013 5:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.6.0][Crash] Inventory Middle Click (Viewing Entity)
- Replies: 1
- Views: 1256
Re: [0.6.0][Crash] Inventory Middle Click (Viewing Entity)
Hi, thanks for the report, this will be fixed in 0.6.1.
- Fri Jul 26, 2013 7:28 am
- Forum: Gameplay Help
- Topic: Automatic Updates
- Replies: 8
- Views: 15430
Re: Automatic Updates
We will be changing it to 401 in 0.6.0. ... and I can tell you for sure that we won't use 418 or 420.
- Thu Jul 25, 2013 9:00 pm
- Forum: Gameplay Help
- Topic: Automatic Updates
- Replies: 8
- Views: 15430
Re: Automatic Updates
The problem is, that we use HTTP error code 403 for signalling unauthorized access to the updater API, which in turn displays the login dialog. If the firewall cancels our connection with this code, our options for detecting it are very limited. We will certainly think about it, but I can't really p...