Search found 173 matches

by mngrif
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!
by mngrif
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?
by mngrif
Tue Oct 20, 2015 1:55 pm
Forum: Releases
Topic: Version 0.12.12
Replies: 17
Views: 34698

Re: Version 0.12.12

Tivec wrote:
Trangar wrote:Like
Totally.
As if.
by mngrif
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

slpwnd wrote:Whose wedding? Read more at http://www.factorio.com/blog/post/fff-107
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 crowdfunded :)
by mngrif
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...
by mngrif
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...
by mngrif
Thu Oct 01, 2015 9:33 pm
Forum: Balancing
Topic: Landmine Balance
Replies: 18
Views: 28179

Re: Landmine Balance

ChucklesTheBeard wrote:Add a short delay to the explosion, so it might hit more than the first biter to walk across it. Maybe configurable?
I like this idea.

Also, can it be clarified if landmines damage other landmines when they explode?
by mngrif
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...
by mngrif
Thu Oct 01, 2015 1:03 am
Forum: Releases
Topic: Version 0.12.9
Replies: 29
Views: 36359

Re: Version 0.12.9

w00t
by mngrif
Wed Sep 30, 2015 11:49 pm
Forum: Ideas and Suggestions
Topic: A.I
Replies: 6
Views: 7603

Re: A.I

sharknanney123 wrote:nononono not build a new structure. like a new item
Now you're describing item crafting from your inventory. At the very least you're describing the logistics network.

Are you sure that you've played the game?
by mngrif
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.
by mngrif
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

Mark100 wrote:But..what about when i use 2 locomotives and between them a wagon, do i need the nooses then also ?
Nope. It will go between both stops in that configuration without the loops.
by mngrif
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.
by mngrif
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!
by mngrif
Thu Aug 27, 2015 2:43 pm
Forum: Spread the Word
Topic: Shapeways figures
Replies: 11
Views: 25720

Re: Shapeways figures

DerivePi wrote:I think I'll hold out for the Biter plush toy :D
Thirded. I'd definitely go for one of these. I'll certainly be getting a shirt when they become publicly available.
by mngrif
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? :D
by mngrif
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...
by mngrif
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.
by mngrif
Mon Jul 06, 2015 12:44 am
Forum: Multiplayer
Topic: Multiplayer IPv6
Replies: 18
Views: 26841

Re: Multiplayer IPv6

kovarex wrote:IPv6 made it into 0.12, we played local IPv6 game few days ago and it worked.
Yay thank you!

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