Search found 1827 matches
- Thu Jul 23, 2015 10:46 am
- Forum: Ideas and Suggestions
- Topic: Resumable in-game update
- Replies: 2
- Views: 1370
Re: Resumable in-game update
SilverWarrior is right that the resume-download would have to be explicitly implemented on our side. And that is not something we want to spend our time with. A lot of work for little benefit. Yes, there might be an issue with larger updates (like this one) however most of the experimental updates a...
- Thu Jul 23, 2015 10:30 am
- Forum: Pending
- Topic: [0.12.2] [slpwnd] custom maps not working in mp
- Replies: 5
- Views: 6438
Re: [slpwnd]custom maps not working in mp
Custom maps at the moment can't be run in the multiplayer. In the multiplayer you can either load (an existing game) or create (a new game from scratch). Unlike in singleplayer when you can also run custom scenario. This is a feature on our list. So my question is: What do you exactly refer to by sa...
- Thu Jul 23, 2015 9:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12] Bonus scenarios don't work
- Replies: 1
- Views: 741
Re: [0.12] Bonus scenarios don't work
Thanks for the report. Updated scenario pack will be released together with 0.12.1.
- Wed Jul 22, 2015 2:27 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 139853
Re: Version 0.12.0
Speaking of the scenario maps - are there plans to add/expand them before 1.0 release? Or even after 1.0, but not as a separate DLC (for those who purchased Furnace Attendant or higher tier). Mostly out of curiosity, I will probably play freeplay most of the time anyway :) Haha pretty much every re...
- Wed Jul 22, 2015 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Shift/Control clicking with Logistic trash slots
- Replies: 12
- Views: 5169
Re: [0.12.0] Shift/Control clicking with Logistic trash slots
I think by 3 it was meant something like this - you request 50 transport belts. You have one stack, then you put it in the logistic trash area. The bots will take the belts from you, but then return them to you because you are requesting them! If it is a bug, it's a bug in the user behavior :lol: O...
- Wed Jul 22, 2015 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0][slpwnd] Actions during save strangeness
- Replies: 2
- Views: 2434
Re: [0.12.0][slpwnd] Actions during save strangeness
Thanks for the report, this will be fixed in the 0.12.1.
- Wed Jul 22, 2015 11:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Shift/Control clicking with Logistic trash slots
- Replies: 12
- Views: 5169
Re: [0.12.0] Shift/Control clicking with Logistic trash slots
Thanks for the report. @1 -This is a bug and it will be fixed. @2 - This is actually an intended behavior. The logic is not really described anywhere that might be the problem. How it works is what you have figured out yourself. Items that normally go into the quickbar ("buildable items") ...
- Wed Jul 22, 2015 10:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Splitters not evenly using input
- Replies: 3
- Views: 1114
Re: [0.12.0] Splitters not evenly using input
This has been fixed for the next release.
- Wed Jul 22, 2015 9:32 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] only 50 FPS with vsync activated
- Replies: 21
- Views: 12448
Re: only 50 FPS with vsync activated
I owe it to you. But i am innocent. I swear. :oops: The 50/60 came along, because in the options of my monitor, 50 Hz were set. I did not make this setting! I have never ever changed it in my entire life! I swear again. :o But now I have 55.4 / 59.7 with vsync on (as an example) and with continued ...
- Fri Jul 10, 2015 12:44 pm
- Forum: General discussion
- Topic: 0.12 status
- Replies: 41
- Views: 21576
0.12 status
Hello, last week in the Friday Facts we have pretty much announced that the 0.12.0 will be released within next week. Which was this week. We have done quite some play testing and bugfixing but we still haven't gotten further than to the blue science packs production in our office multiplayer game. ...
- Tue Jul 07, 2015 2:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Website] Queue buildup on dropdown
- Replies: 2
- Views: 1444
Re: [Website] Queue buildup on dropdown
Thanks for the report guys. The stop solution works quite well.
- Fri Jul 03, 2015 2:51 pm
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 44660
Friday Facts #93 - Furious Finish
The 0.12.0 release has been postponed by a week. We are still in the playtesting. Read more at http://factorio.com/blog/post/fff-93
- Thu Jun 11, 2015 1:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.22] [Rseding91] Active Provider Chest ignored
- Replies: 13
- Views: 4403
Re: [0.11.22] Active Provider Chest ignored
Hello, save would be useful. We do have some internal checks for verification of the logistic system consistency. It is not straightforward to use it in the game though because at the moment they simply crash the game (by asserting) which is useful for developing but not playing. On the other hand I...
- Thu Jun 11, 2015 11:45 am
- Forum: Implemented Suggestions
- Topic: Reset Control Settings
- Replies: 8
- Views: 15797
Re: Reset Control Settings
Reset to standard settings sound like a good option.
- Thu Jun 11, 2015 11:39 am
- Forum: Implemented Suggestions
- Topic: Time for NEI? / Inventory Search Bar
- Replies: 19
- Views: 27190
Re: Time for NEI?
Thanks for the ideas guys. I agree that this is quite important. Namely: 1) To be able to find the recipe reasonably fast. 2) To be able to get good information about the recipe. This would include the ability to "click" on references mentioned in the recipe (at the moment not possible bec...
- Mon Jun 08, 2015 3:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [slpwnd][0.11.22] Huge savegame in multiplayer
- Replies: 5
- Views: 4839
Re: [slpwnd][0.11.22] Huge savegame in multiplayer
So it turned out there was no explicit bug actually=)) The thing is that the landscape is super path finding unfriendly. there is a very big lake around the base with a sort of thin section close to player base. So the pollution travels over the thin section and induces biters on the other side to a...
- Fri Jun 05, 2015 8:51 am
- Forum: Resolved Problems and Bugs
- Topic: [slpwnd][0.11.22] Huge savegame in multiplayer
- Replies: 5
- Views: 4839
Re: [0.11.22] Huge savegame in multiplayer
Thanks for the report. Yeah, there seem to be some wastefulness going on with path find data. We will look into that.
- Thu Jun 04, 2015 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: Problem with Gun Turret "cross" Blueprints
- Replies: 11
- Views: 3504
Re: Problem with Gun Turret "cross" Blueprints
I agree with kovarex that even though you don't explicitly rotate the entity this is most probably caused by the gun turret being 2 x 1. Anyway we will have new graphics for existing turrets (gun, laser) for 0.12 already so this problem will be solved (they will have square shapes). So I am putting ...
- Thu Jun 04, 2015 2:43 pm
- Forum: Pending
- Topic: Pipe pictures haven't floating transitions
- Replies: 3
- Views: 5776
Re: Pipe pictures haven't floating transitions
Could you please post your graphical settings ? Does it happen for the zoom 1 (press F9 and wait till autozoom to 1) ?
- Thu Jun 04, 2015 2:39 pm
- Forum: Resolved Problems and Bugs
- Topic: Issues with the map editor
- Replies: 1
- Views: 852
Re: Issues with the map editor
Thanks for the report. This has been fixed for the 0.12. We have a caching mechanism for tiles on the screen and there was an issue with refreshing this cache.