Search found 943 matches
- Wed Nov 06, 2013 8:07 pm
- Forum: General discussion
- Topic: possible legal issue with the energy shield icon used ingame
- Replies: 6
- Views: 8486
Re: possible legal issue with the energy shield icon used in
Never underestimate the "value" of even a single icon. Over 1000€ (~ 1350$) is not unrealistic. That's maybe not the real value, but some kind of "we want money from you. much money."
- Tue Nov 05, 2013 11:03 pm
- Forum: Gameplay Help
- Topic: Aliens/Respawn and You (Or me)
- Replies: 14
- Views: 13723
Re: Aliens/Respawn and You (Or me)
Use the combat shootgun with piercing munition. Some upgrades and this weapons tears even big worms down. But you need some modular armor for it: portable fusion generator with ca. 5 mobile mk II shields. Firstly concentrate on the spawner: Get in, a few shoots for a spawner, and retreat back to reg...
- Tue Nov 05, 2013 10:52 pm
- Forum: General discussion
- Topic: possible legal issue with the energy shield icon used ingame
- Replies: 6
- Views: 8486
Re: possible legal issue with the energy shield icon used in
oh, that could end very bad... Never "just use" a picture from a side if you are not sure it is not copyrighted.
Is this icon free to use even for commercial products? If not: That's very risky, better change it immediately. Lawsuits can be a very expensive affair to deal with!
Is this icon free to use even for commercial products? If not: That's very risky, better change it immediately. Lawsuits can be a very expensive affair to deal with!
- Sun Nov 03, 2013 4:02 pm
- Forum: General discussion
- Topic: Trailer RFC
- Replies: 18
- Views: 16936
Re: Trailer RFC
As for the bridge I can picture that seeing the lower train earlier will look better. Though the "surprise effect" was intended. How about making the "train sound" before the train comes over the bridge? (the horn, whistle, don't know the right english name. Just the warning sou...
- Sun Nov 03, 2013 2:01 am
- Forum: General discussion
- Topic: Clean or Dirty?
- Replies: 30
- Views: 15065
Re: Clean or Dirty?
I TRY to use only solar power, but that's pretty hard. I have huge amounts of solar power in the end, but not enough for the whole base through the night. But this time I want to try a real solar base. ^^
- Sat Nov 02, 2013 4:18 pm
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
Re: Exchanging maps
Using a picture is much more work than just some code. The problem with the large code (no hand-copy) also applies here.
- Fri Nov 01, 2013 3:44 pm
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
Re: Exchanging maps
How??? o_On9103 wrote:Factorio already has everything you'd need to generate a map from a given seed, [...]
Well, the COULD be the need to hand-copy the code, but well... ^^
- Fri Nov 01, 2013 11:53 am
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
Re: Exchanging maps
Why do you want to limit the code to a few lines / even 40 character?
If you insist on this, make it configurable: Short version with a maximum of two lines / 40 characters and a long version with ca. 10 Lines with max 80 character per line.
If you insist on this, make it configurable: Short version with a maximum of two lines / 40 characters and a long version with ca. 10 Lines with max 80 character per line.
- Thu Oct 31, 2013 9:36 pm
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
Re: Exchanging maps
That's one of the reasons to use base64: The big wall of garbage can easily be skipped. Or we use the spoiler tag in this forum. emZpZWp5YXV2aGNuendrZGpzcHJjZmlqbmRnZnpwcGdqcGJyd3R2Y2dmd3Zra3hidXlsb3VqZ3VydGRm d2dxeXJ0cmpuZmxkem1pcnVlbmxxbmlvbWJoZGx3bWljbHJlbWdjcmZ6amx5aXhzcnpxbGlxcWdhZHRw b3B1c3Zib...
- Thu Oct 31, 2013 6:07 pm
- Forum: General discussion
- Topic: Trailer RFC
- Replies: 18
- Views: 16936
Re: Trailer RFC
The quality of the video has to be better for the final release. Scrolling appears blurry in this version.
It's hard to understand what happens. There are so much things the viewer wants to look at. (For someone who has never played factorio, and a bit for experienced players.)
It's hard to understand what happens. There are so much things the viewer wants to look at. (For someone who has never played factorio, and a bit for experienced players.)
- Thu Oct 31, 2013 6:06 pm
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
Re: Exchanging maps
I see no reason to have the features of the code limited through the character count. To paste the code into factorio from a web site should be no problem, even if the code is pretty large. But even when there is a reason: Why setting the lenght to a fixed value? How about being able to switch mods ...
- Thu Oct 31, 2013 5:45 pm
- Forum: Not a bug
- Topic: Health bar behind other buildings
- Replies: 8
- Views: 7520
Re: Health bar behind other buildings
Setting the health bar above the building in alt mode should be sufficent.
- Wed Oct 30, 2013 10:07 pm
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
Re: Exchanging maps
Many mods don't change anything on the world generation. There is no need to store this mods in the code. The total lenght has not to be consistend. More mods = longer code. Here is a fast example. It can be reduced much in size with constant values for special names like "frequency" or ju...
- Wed Oct 30, 2013 1:44 am
- Forum: Ideas and Suggestions
- Topic: Marking mining area
- Replies: 9
- Views: 5604
Re: Marking mining area
The problem is: There are power poles and belts between the mining drills, moreover the ore field is not rectangular.
- Tue Oct 29, 2013 10:03 pm
- Forum: Ideas and Suggestions
- Topic: Marking mining area
- Replies: 9
- Views: 5604
Re: Marking mining area
I mean see the area of EVERY mining drill already placed. To see which area is not already covered or double covered.kovarex wrote:This have been done for 0.7.5, it is shown when you are building the mining drill or selecting it. Check it out
- Tue Oct 29, 2013 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Marking mining area
- Replies: 9
- Views: 5604
Marking mining area
It would be nice to see the area where other miner already mine, when we want to build another miner.
- Tue Oct 29, 2013 6:11 pm
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
Re: Exchanging maps
That was exactly what I was thinking. I didn't mention it because i thought: "Well, that's already now possible, just not as easy." ^^kovarex wrote:This way we could for example do challenge to finish freeplay of some specific map by just posting the code on forums.
- Tue Oct 29, 2013 5:47 pm
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
- Tue Oct 29, 2013 3:19 pm
- Forum: General discussion
- Topic: The campaign's second mission
- Replies: 7
- Views: 9567
Re: The campaign's second mission
You do not count. You have created the game and have maybe the fastest time on any mission.
- Tue Oct 29, 2013 3:12 pm
- Forum: Releases
- Topic: Version 0.7.5
- Replies: 11
- Views: 21790
Re: Version 0.7.5
I just wanted to start a new free play (have finished my first in 22 hours ^^)
Perfect timing, kovarex!
Perfect timing, kovarex!