Search found 1827 matches

by slpwnd
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...
by slpwnd
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...
by slpwnd
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.
by slpwnd
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...
by slpwnd
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...
by slpwnd
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.
by slpwnd
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") ...
by slpwnd
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.
by slpwnd
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 ...
by slpwnd
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. ...
by slpwnd
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.
by slpwnd
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
by slpwnd
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...
by slpwnd
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.
by slpwnd
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...
by slpwnd
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...
by slpwnd
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.
by slpwnd
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 ...
by slpwnd
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) ?
by slpwnd
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.

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