Search found 173 matches
- Fri Oct 23, 2015 3:55 pm
- Forum: Releases
- Topic: Version 0.12.13
- Replies: 6
- Views: 27642
Re: Version 0.12.13
Thanks for the bug fixes!
- Thu Oct 22, 2015 10:09 pm
- Forum: Not a bug
- Topic: Gsync limits fps
- Replies: 9
- Views: 12016
Re: Gsync limits fps
I've heard of Vsync but what's Gsync?
- Tue Oct 20, 2015 1:55 pm
- Forum: Releases
- Topic: Version 0.12.12
- Replies: 17
- Views: 34698
Re: Version 0.12.12
As if.Tivec wrote:Totally.Trangar wrote:Like
- Sun Oct 11, 2015 1:05 am
- Forum: News
- Topic: Friday Facts #107 - The Wedding
- Replies: 36
- Views: 37926
Re: Friday Facts #107 - The Wedding
This turn of events is exactly what I expected, and am glad to finally witness. Without a doubt this has been the best thing I've ever crowdfundedslpwnd wrote:Whose wedding? Read more at http://www.factorio.com/blog/post/fff-107
- Sun Oct 04, 2015 5:11 am
- Forum: Balancing
- Topic: Landmine Balance
- Replies: 18
- Views: 28179
Re: Landmine Balance
I modded in some fancy mines. I added one that detonates a poison capsule, and another that releases a destractor drone. And I think a slowdown landmine too. They actually work quite well as front line suppliments. but this has nothing to do with your sugestions. Sure it does. Landmines that inflic...
- Thu Oct 01, 2015 9:52 pm
- Forum: Balancing
- Topic: Landmine Balance
- Replies: 18
- Views: 28179
Re: Landmine Balance
Yes, they do. When a landmine is caught in the explosion of another mine, it explodes as well, leading to this chain reaction where possibly all of your mines in one location go off in one big boom. Well that explains why I have 1000's of landmines destroyed. At least they still put out damage so t...
- Thu Oct 01, 2015 9:33 pm
- Forum: Balancing
- Topic: Landmine Balance
- Replies: 18
- Views: 28179
Re: Landmine Balance
I like this idea.ChucklesTheBeard wrote:Add a short delay to the explosion, so it might hit more than the first biter to walk across it. Maybe configurable?
Also, can it be clarified if landmines damage other landmines when they explode?
- Thu Oct 01, 2015 7:44 pm
- Forum: Balancing
- Topic: Landmine Balance
- Replies: 18
- Views: 28179
Landmine Balance
It came up earlier this morning in the IRC channel about balancing landmines. The current ones are already underpowered by the time you get them, and really only serve as a resource dump. The 20 damage they do is effectively pointless. So here's some ideas that we came up with! Shaped charges - expl...
- Thu Oct 01, 2015 1:03 am
- Forum: Releases
- Topic: Version 0.12.9
- Replies: 29
- Views: 36359
Re: Version 0.12.9
w00t
- Wed Sep 30, 2015 11:49 pm
- Forum: Ideas and Suggestions
- Topic: A.I
- Replies: 6
- Views: 7603
Re: A.I
Now you're describing item crafting from your inventory. At the very least you're describing the logistics network.sharknanney123 wrote:nononono not build a new structure. like a new item
Are you sure that you've played the game?
- Fri Sep 18, 2015 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Allow modders to add more controls and change existing ones
- Replies: 11
- Views: 11671
Re: Allow modders to add more controls and change existing ones
I have it on good authority that this feature is coming Soon(TM). Bonus points: allow joystick mappings.
- Sat Sep 05, 2015 5:02 pm
- Forum: Gameplay Help
- Topic: 1 Track with 2 train stops
- Replies: 6
- Views: 9639
Re: 1 Track with 2 train stops
Nope. It will go between both stops in that configuration without the loops.Mark100 wrote:But..what about when i use 2 locomotives and between them a wagon, do i need the nooses then also ?
- Tue Sep 01, 2015 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Read changelog while downloading updates
- Replies: 4
- Views: 4263
Re: Read changelog while downloading updates
Being the nerd that I am, I (almost) always read the changelog before applying an update. At the least this would give some reading material while it downloads and patches. Good idea.
- Fri Aug 28, 2015 5:43 pm
- Forum: Releases
- Topic: Version 0.12.5
- Replies: 42
- Views: 50173
Re: Version 0.12.5
A screenfull of bug fixes! Thanks everyone!
- Thu Aug 27, 2015 2:43 pm
- Forum: Spread the Word
- Topic: Shapeways figures
- Replies: 11
- Views: 25720
Re: Shapeways figures
Thirded. I'd definitely go for one of these. I'll certainly be getting a shirt when they become publicly available.DerivePi wrote:I think I'll hold out for the Biter plush toy
- Wed Aug 19, 2015 2:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
- Replies: 62
- Views: 71671
Re: [0.12.x] Terraforming
Drawbridges eh? Can they be used as atom-smashers?
- Thu Aug 06, 2015 8:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 93760
- Tue Jul 28, 2015 5:20 pm
- Forum: Not a bug
- Topic: [0.12.0-0.12.1] non-fast Insert can't grab items on belts
- Replies: 10
- Views: 18879
Re: [0.12.0-0.12.1] non-fast Insert can't grab items on belts
Well, this is the result of the physical possibilities of the inserters, I don't consider it a bug. I would agree if the belt was an upgraded belt, but this is tier 1 inserters being used on tier 1 belt. They should work in any configuration, otherwise it only serves to limit creative potential and...
- Fri Jul 10, 2015 12:59 pm
- Forum: General discussion
- Topic: 0.12 status
- Replies: 41
- Views: 21270
Re: 0.12 status
But... but... I won't have next Friday off!
It's always worth the wait. Ya'll deliver a fine product.
It's always worth the wait. Ya'll deliver a fine product.
- Mon Jul 06, 2015 12:44 am
- Forum: Multiplayer
- Topic: Multiplayer IPv6
- Replies: 18
- Views: 26841
Re: Multiplayer IPv6
Yay thank you!kovarex wrote:IPv6 made it into 0.12, we played local IPv6 game few days ago and it worked.