Search found 171 matches

by mngrif
Fri Oct 14, 2016 6:00 am
Forum: Ideas and Requests For Mods
Topic: driving car on the tracks
Replies: 9
Views: 2880

Re: driving car on the tracks

It all depends on how big the explosion is when you faceplant in to an oncoming locomotive.

This is not unprecedented
https://en.wikipedia.org/wiki/Road-rail_vehicle
by mngrif
Fri Oct 07, 2016 8:33 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 85292

Re: Friday Facts #159 - Research revolution

Yes please I love these proposed changes! Every single one of them!

Also it gives me reason to rip up the science factory and make it properly...
by mngrif
Sat Oct 01, 2016 12:20 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Module production
Replies: 7
Views: 9083

Re: Module production

The ratios are wrong, but it's pretty!
by mngrif
Sat Aug 06, 2016 12:52 am
Forum: Releases
Topic: Version 0.13.14
Replies: 33
Views: 20172

Re: Version 0.13.14

FactorioBot wrote:
  • Fixed watch-your-step achievement for real this time. (30434)
Yeah OK...
by mngrif
Sat Jul 30, 2016 9:12 pm
Forum: Releases
Topic: Version 0.13.13
Replies: 12
Views: 15588

Re: Version 0.13.13

My hero!
by mngrif
Fri Jul 29, 2016 3:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.11][posila] Crash when deploying Destroyers
Replies: 4
Views: 1904

Re: [0.13.11][posila] Crash when deploying Destroyers

posila wrote:Fixed for 0.13.12
Thank you so much!

Turning off compression allows it to run just fine. You can blame Rseding for that :)
by mngrif
Thu Jul 28, 2016 10:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.11][posila] Crash when deploying Destroyers
Replies: 4
Views: 1904

[0.13.11][posila] Crash when deploying Destroyers

As said in title. To reproduce, load the autosave and toss a Destroyer cap. Immediately before the autosave, I had ran out to newly generated terrain. I skipped 0.13.10 entirely. This map is from 0.9.x note that it was converted to a scenario a while ago (early 0.11?). <3 <3 <3 https://dl.dropboxuse...
by mngrif
Fri Jul 15, 2016 6:07 pm
Forum: Releases
Topic: Version 0.13.9
Replies: 49
Views: 30740

Re: Version 0.13.9

FactorioBot wrote:
  • Changes
    • Mods are now sorted alphabetically in the mods list.
10/10
by mngrif
Sun Jul 10, 2016 10:21 pm
Forum: Mods
Topic: [MOD 0.13] Fire extinguisher
Replies: 11
Views: 5382

Re: [MOD 0.13] Fire extinguisher

Fighting Forest Fires in Factorio
Cool mod.
by mngrif
Thu Jun 16, 2016 8:24 am
Forum: General discussion
Topic: favourite factorio feature?
Replies: 16
Views: 3616

Re: favourite factorio feature?

Favorite feature? Construction bots. I know of no other game that has something like this.

In the original indiegogo campaign, more survival aspects were proposed like sleep and food, but they haven't been expanded upon yet. I hope they don't, as it just gets in the way of building more.
by mngrif
Sun Jun 12, 2016 7:51 am
Forum: Ideas and Suggestions
Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
Replies: 48
Views: 14122

Re: Request blueprint materials from logistic system

ssilk wrote:What to do, if the blueprint is bigger than your inventory?
You stop the player from putting it in, or you invalidate the entire request to the loginet.
by mngrif
Fri May 27, 2016 10:07 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 50870

Re: Friday Facts #140 - Soon

FIRE FIRE MUAHAHAHAHAHAHA
by mngrif
Thu May 26, 2016 7:40 pm
Forum: Releases
Topic: Version 0.12.34
Replies: 36
Views: 25539

Re: Version 0.12.34

Awesome! I'm surprised there was another release!
Klonan wrote:Version 01234!
by mngrif
Fri May 13, 2016 12:01 am
Forum: General discussion
Topic: About combat revisited
Replies: 3
Views: 1569

Re: About combat revisited

You know as much as anyone else knows. All that we know is that we'll get the flamethrower turret (HELL YES) and stuff will be set on fire. I'm hoping they will buff the flamethrower itself, but as you've read in the FFFs nothing has been mentioned.
by mngrif
Tue May 10, 2016 9:47 pm
Forum: Implemented Suggestions
Topic: Click-Draggable and Esc-Dismissable Map
Replies: 8
Views: 2436

Re: Click-Draggable and Esc-Dismissable Map

17:44:45 <_aD> nothing good comes from IRC
by mngrif
Fri Apr 29, 2016 2:38 pm
Forum: Releases
Topic: Version 0.12.32
Replies: 22
Views: 19215

Re: Version 0.12.32

Thank you for the timely update!
by mngrif
Tue Apr 26, 2016 7:54 pm
Forum: Releases
Topic: Version 0.12.31
Replies: 20
Views: 21588

Re: Version 0.12.31

FactorioBot wrote:
  • Bugfixes
    • Fixed that headless server wouldn't save the map after Control-C. (23342)
    • Improved map download speed when connecting to multiplayer game. (20532)
oh boy oh boy!
by mngrif
Fri Apr 22, 2016 8:28 pm
Forum: Gameplay Help
Topic: Outpost train supply, does it really need 1 chest per item?
Replies: 9
Views: 3247

Re: Outpost train supply, does it really need 1 chest per item?

Yes, it does. You want (at least) one smart inserter and provider chest per item. I sometimes do two or more for ammo. If you don't, the inserter will get stuck on a different item. https://lennier.info/factorio/maps/awesome03222016/#-56.57,9.91,7 Like this. It's the one at the top. For loading stat...
by mngrif
Fri Apr 22, 2016 5:28 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 26508

Re: Friday Facts #135 - Getting Organized

In addition to what hobarrera said, hooking up your source control events (commits, closing issues, merge/pull requests, builds, etc...) to a chat service like mattermost/slack can give a lot of insight to what the team is working on without a lot of effort. A "commitbot" like those are e...

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