Search found 1107 matches

by cube
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 ...
by cube
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...
by cube
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

zer0t3ch wrote:The range can be changed in the new worldgen.
Nope.

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.
by cube
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!
by cube
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...
by cube
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...
by cube
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).
by cube
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...
by cube
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
by cube
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 :-)
by cube
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.
by cube
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.
by cube
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
by cube
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...
by cube
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...
by cube
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.
by cube
Mon Jul 29, 2013 5:30 am
Forum: Implemented Suggestions
Topic: Factor 1000 for energy
Replies: 32
Views: 10554

Re: Factor 1000 for energy

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 :)
I was planning to do exactly that ... do you think it will not work?
by cube
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.
by cube
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.
by cube
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...

Go to advanced search