Search found 171 matches
- Thu Mar 22, 2018 9:23 pm
- Forum: Releases
- Topic: Version 0.16.34
- Replies: 5
- Views: 9031
Re: Version 0.16.34
STABLE
- Mon Feb 19, 2018 9:00 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 33354
Re: Version 0.16.25
Compressed belts are back on the menu, bois!
- Mon Feb 12, 2018 10:52 am
- Forum: Releases
- Topic: Version 0.16.23
- Replies: 11
- Views: 12406
Re: Version 0.16.23
Thank you so much! Immersion has been restored!FactorioBot wrote:Changes
- Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.
- Fri Feb 02, 2018 7:38 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 68823
Re: Friday Facts #228 - High resolution turrets
Yay finally it's making it to vanilla!laser turrets are now going to shoot something we can actually call a laser
- Mon Jan 22, 2018 8:25 pm
- Forum: Releases
- Topic: Version 0.16.17
- Replies: 53
- Views: 25447
Re: Version 0.16.17
Thank you so much!FactorioBot wrote:
- Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
- Sat Jan 06, 2018 1:15 pm
- Forum: Ideas and Suggestions
- Topic: Logistics Tram / Trolley
- Replies: 2
- Views: 1362
Re: Logistics Tram / Trolley
This is a very cool idea, similar to how car manufacturing & internal warehouse logistics works.
- Wed Jan 03, 2018 10:23 pm
- Forum: Releases
- Topic: Version 0.16.13
- Replies: 27
- Views: 14822
Re: Version 0.16.13
I should really give PvP a try... Thanks for the bug fixes!
- Mon Jan 01, 2018 10:51 am
- Forum: Releases
- Topic: Version 0.16.12
- Replies: 10
- Views: 12670
Re: Version 0.16.12
ya'll need to go back to bed ffs
- Sat Dec 30, 2017 8:09 pm
- Forum: Releases
- Topic: Version 0.16.11
- Replies: 10
- Views: 11049
Re: Version 0.16.11
I feel like this has been around since 0.15. Glad it got fixed, I actually make use of burners even after 300 factory-hours.FactorioBot wrote:
- Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. (55913)
- Sat Dec 30, 2017 10:39 am
- Forum: Releases
- Topic: Version 0.16.10
- Replies: 21
- Views: 13837
Re: Version 0.16.10
Thanks for the timely update!
- Thu Dec 21, 2017 7:04 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 55902
Re: Version 0.16.7
Thanks for the bug fixes! Having three tanks per wagon was cool, but I never made good use of it.
- Fri Dec 15, 2017 4:01 pm
- Forum: Releases
- Topic: Version 0.16.3
- Replies: 17
- Views: 13325
Re: Version 0.16.3
Awesome! This was pretty annoying, glad to see this change! Thanks!FactorioBot wrote:
- When mining normal entities ghost entity selection is disabled until the mining key is released.
- Wed Dec 13, 2017 12:44 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 98523
Re: Version 0.16.0
Thank you. SO. MUCH.FactorioBot wrote:
- Ctrl-delete now deletes whole word in a text field instead of a single character. (53124)
- Sat Nov 25, 2017 10:44 am
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 27290
Re: Friday Facts #218 - Import bpy, Export player
I love the new purple! Thank you!
Razer is on my blacklist after treating me terribly after purchasing their products. I hope to see support for others, such as Logitech.
Razer is on my blacklist after treating me terribly after purchasing their products. I hope to see support for others, such as Logitech.
- Wed Jun 21, 2017 7:12 pm
- Forum: Releases
- Topic: Version 0.15.22
- Replies: 38
- Views: 21460
Re: Version 0.15.22
YES! Glad to see even more buffs for the landmines!Explosive Mine now only does damage to enemy units and structures.
- Thu Apr 13, 2017 8:52 pm
- Forum: General discussion
- Topic: Lasers, Guns or Flamers?
- Replies: 4
- Views: 6111
Re: Lasers, Guns or Flamers?
Lasers, guns, or flamers?
Yes
- Tue Mar 21, 2017 11:18 pm
- Forum: General discussion
- Topic: What does your mega-base actually produce?
- Replies: 21
- Views: 12337
Re: What does your mega-base actually produce?
One hundred million green circuits.
- Fri Feb 17, 2017 11:02 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 135831
Re: GreyGoo Mk I: A self-expanding factory
This is fantastic! In a YT comment you said it places solars after a recent brownout, but there are no accus, so that means it will always place a solar field in the morning. Since you aren't launching rockets I guess that's OK :) Good luck getting oil going, a third mod that helps with water might ...
- Fri Dec 09, 2016 11:52 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 59760
Re: Friday Facts #168 - Nightvision Nightmare
My suggestion would be to come up with something else, like how they did with Predator. http://avp.wikia.com/wiki/Bio-Mask I'm not saying add in different kinds of NV, but, "do something else". Something that isn't light amplification. I think thermal + highlighting biters would be pretty ...
- Sat Nov 26, 2016 12:03 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 52278
Re: Friday Facts #166 - Combat Revisit
Overall I like the combat as it is. I enjoy having to go mow the lawn from time to time, and building the infrastructure to supply my outposts so they can defend themselves. But here's what I would change. The primary problem I have with the combat is that it is (and always has been) extremely borin...