Search found 294 matches

by Gandalf
Thu Jul 23, 2015 1:03 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0] Shift/Control clicking with Logistic trash slots
Replies: 12
Views: 5135

Re: [0.12.0] Shift/Control clicking with Logistic trash slots

@1 -This is a bug and it will be fixed. Cool, thanks One possibility open for the future is to actually move out the logistic fields to its own gui. So there would be like "tabs". Inventory + Logistics. And Inventory + Recipes. Then the shift click could be implemented for all the items w...
by Gandalf
Tue Jul 21, 2015 10:34 am
Forum: Ideas and Suggestions
Topic: Sub-Icons for Power Suit icon (like blueprints)
Replies: 1
Views: 655

Sub-Icons for Power Suit icon (like blueprints)

In the end game it's often useful to have multiple power suits (one for fighting with many shields, one for building with lots of exosceletons and roboports). However when switching between suits you have to select the right one from your inventory, which is slightly annoying because they are visual...
by Gandalf
Mon Jul 20, 2015 11:19 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0] inserters picking up items from splitters
Replies: 5
Views: 4944

Re: [0.12.0] inserters picking up items from splitters

Hehe... Looks like you're left : The lower line is not working right . :P I'm guessing here but I could imagine the way splitters work is, that they have a sort of primary input and a secondary one, which may be switched under certain circumstances. Definitely weird though. I'll try rebuilding your...
by Gandalf
Mon Jul 20, 2015 11:11 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0] Shift/Control clicking with Logistic trash slots
Replies: 12
Views: 5135

Re: [0.12.0] Shift/Control clicking with Logistic trash slots

@Ojelle Yeah that's 2. in my list above.
by Gandalf
Sun Jul 19, 2015 8:16 pm
Forum: Show your Creations
Topic: One minute rocket defense
Replies: 47
Views: 46431

Re: One minute rocket defense

(maybe 2? don´t know whats realistic). ;) Actually before I saw this factory I'd have said one rocket defense per minute is unrealistic. But yeah, I'm looking forward to a 0.12 version of this. The requirements for rocket parts are a little more diverse (modules were almost only copper and iron) bu...
by Gandalf
Fri Jul 17, 2015 8:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.0] “Rocket cargo” hover text stays behind
Replies: 1
Views: 2287

[0.12.0] “Rocket cargo” hover text stays behind

When I open the Rocket silo's inventory, hover my cursor over the inventory slot for the rocket, and then walk away from the silo using WASD without closing the silo's GUI , the hover text of the inventory slot stays behind after the silo's GUI is closed. Can happen multiple times. To get rid of the...
by Gandalf
Fri Jul 17, 2015 5:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.0] inserters picking up items from splitters
Replies: 5
Views: 4944

Re: [0.12.0] inserters picking up items from splitters

I can confirm this, here are some more cases. SCREENSHOTS I experimented a little bit and I believe this is the issue: If the splitter's input is on the right it works, if it's on the left it doesn't. If it is on both it also works. These are more conclusions based on observation: Some splitters wor...
by Gandalf
Fri Jul 17, 2015 5:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.0] Shift/Control clicking with Logistic trash slots
Replies: 12
Views: 5135

[0.12.0] Shift/Control clicking with Logistic trash slots

The new trash logistic slots behave inconsistently and impractically when using Shift and Control + mouse click in your inventory. The following issues happen when opening your inventory directly (press ‘e’ by default). Click on an empty space in your inventory while holding ‘Ctrl’. This will fill u...
by Gandalf
Fri Jul 17, 2015 3:08 pm
Forum: News
Topic: Friday facts #95 - 0.12 Release today
Replies: 106
Views: 68016

Re: Friday facts #95 - 0.12 Release today

Code: Select all

…
[ OK ] Connectng to ssh://build@10.0.0.1:2201
…
Your deploy script has a typo. I'm not sure how I feel about that kind of haphazard development logistics.

Also now I'm obviously going to DDOS the shit out of the whole 10.0.0.0/8 block.
by Gandalf
Fri Jul 17, 2015 3:02 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 139545

Re: Version 0.12.0

… and the crowd goes wild!

Dat changelog tho.

Congratulations on making the release :D
by Gandalf
Tue Jul 14, 2015 12:35 am
Forum: News
Topic: Friday facts #94 - No 0.12 Release today
Replies: 116
Views: 70095

Re: Friday facts #94 - No 0.12 Release today

At the end of the week they will find out that a reallife Bug has peed on their networkswitch. Not a bug in Code, but a bug on their Hardware are causing the desyncs. :) Networks delaying (even dropping) packets are just regular networks, that is what lag is. If networks didn't do that desyncs woul...
by Gandalf
Fri Jul 10, 2015 11:22 pm
Forum: News
Topic: Friday facts #94 - No 0.12 Release today
Replies: 116
Views: 70095

Re: Friday facts #94 - No 0.12 Release today

Wolfwaffe wrote:I waited a month for Factorio 0.12, and all I got is this lousy T-shirt. :lol:
Good one, sir. Good one indeed. x)

Congrats, kovarex! Get better soon and don't overwork yourself.
by Gandalf
Wed Jul 08, 2015 10:45 am
Forum: News
Topic: Friday Facts #93 - Furious Finish
Replies: 62
Views: 44481

Re: Friday Facts #93 - Furious Finish

That's a bad implementation. Really isn't. The game's in “alpha” for a reason. Changes may occur and maintaining complete backwards compatibility just causes a lot more work and old crap accumulates that nobody actually needs. To be honest I'm already surprised that they work so hard to keep game s...
by Gandalf
Wed Jul 08, 2015 10:11 am
Forum: News
Topic: Friday Facts #92 - Personal roboport
Replies: 78
Views: 52411

Re: Friday Facts #92 - Personal roboport

Roboports on trains would be entirely useless. Even without the personal roboport, setting up a local roboport network is much faster then laying tracks. Whatever use case you could have it's either covered by setting up a local network or by being on a train with your personal roboport.
by Gandalf
Tue Jul 07, 2015 7:22 pm
Forum: Implemented Suggestions
Topic: Research Queue
Replies: 3
Views: 1959

Research Queue

Haven't seen this one around before, so here goes. The idea is really quite simple: Allow queueing of research to be done automatically in a given order. Quite often you already know the next three or four researches you're going to pick. Right now you need to remember those until the next research ...
by Gandalf
Tue Jul 07, 2015 3:29 am
Forum: Ideas and Suggestions
Topic: Continents
Replies: 12
Views: 6834

Re: Continents

I want this so much!

Boats and stuff have been suggested multiple times before, but the concept of making a world with islands (large or small) is what makes them that much more exciting. Imagine large cargo ships and oil tankers, off-shore oil rigs… kyaaa >.<
by Gandalf
Tue Jul 07, 2015 2:11 am
Forum: General discussion
Topic: Have Some Questions Before I Buy.
Replies: 112
Views: 116060

Re: Have Some Questions Before I Buy.

I was just wondering how long into the game do you guys feel it gets a little boring? And are there good mods that could alter game play enough to enhance the replay value? I currently have five games saves (vanilla) at around 50 hours each. The last actually has a little more but I will admit afte...
by Gandalf
Mon Jul 06, 2015 9:30 pm
Forum: Resolved Problems and Bugs
Topic: [Website] Queue buildup on dropdown
Replies: 2
Views: 1438

Re: [Website] Queue buildup on dropdown

Heh, that is fun! :D

Make dropdowns with CSS only! Lot's of tutorials on the web and compatibility has caught up pretty well. x)
by Gandalf
Mon Jul 06, 2015 4:26 pm
Forum: News
Topic: Friday Facts #93 - Furious Finish
Replies: 62
Views: 44481

Re: Friday Facts #93 - Furious Finish

That would be some awesome merch!
They always remind me of M.C.Escher's House of Stairs. Would be awesome if they could curl up and roll around. :D

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