Search found 1827 matches

by slpwnd
Fri Dec 11, 2015 5:40 pm
Forum: News
Topic: Friday Facts #116 - Strategy Guide
Replies: 58
Views: 44013

Friday Facts #116 - Strategy Guide

Still lost in all the Factorio concepts? Read about the 3rd party Strategy Guide: https://www.factorio.com/blog/post/fff-116
by slpwnd
Fri Nov 13, 2015 4:33 pm
Forum: News
Topic: Friday Facts #112 - Better noise
Replies: 63
Views: 44762

Friday Facts #112 - Better noise

So what is this noise business about? Find out in today's FFF: http://www.factorio.com/blog/post/fff-112
by slpwnd
Sun Nov 08, 2015 11:04 am
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 64208

Re: Friday Facts #111 - Long term plans

Thanks for all the input regarding us cancelling / postponing the space platform for now. And I mean ALL the input. Both people who cheered for the space platform and those who think our dev resources could be invested in a better way. It was not an easy choice for us but we have decided to really f...
by slpwnd
Fri Oct 30, 2015 5:54 pm
Forum: News
Topic: Friday Facts #110 - Tech art finished
Replies: 52
Views: 40342

Friday Facts #110 - Tech art finished

See our new technology icons overview in latest FFF edition: http://www.factorio.com/blog/post/fff-110
by slpwnd
Fri Oct 30, 2015 3:33 pm
Forum: News
Topic: Friday Facts #109 - The team photo
Replies: 25
Views: 31073

Re: Friday Facts #109 - The team photo

Skellitor301 wrote:You know I gotta wonder, are you guys the kind of group that calls eachother by your actual names, or by your online handles for fun?
Actual names. Usually.
by slpwnd
Mon Oct 26, 2015 3:36 pm
Forum: Resolved Problems and Bugs
Topic: Blog RSS feed appears to be broken
Replies: 2
Views: 8888

Re: Blog RSS feed appears to be broken

Thanks for the report. This is fixed now.
by slpwnd
Fri Oct 09, 2015 2:36 pm
Forum: News
Topic: Friday Facts #107 - The Wedding
Replies: 36
Views: 37914

Friday Facts #107 - The Wedding

Whose wedding? Read more at http://www.factorio.com/blog/post/fff-107
by slpwnd
Fri Oct 09, 2015 8:32 am
Forum: General discussion
Topic: Steam, buy the game, alpha, full version, receiving updates
Replies: 11
Views: 42757

Re: Steam, buy the game, alpha, full version, receiving updates

It's still a multiplayer for the brave. Doesn't break every 5 minutes, but it's still not really finished. Not with 11.22. I played a MP game over Internet (not Lan, but genuine Internet although we were all within a few km of each other) for maybe 15-20 hours total, spread over several days, and i...
by slpwnd
Fri Oct 09, 2015 8:28 am
Forum: Not a bug
Topic: Biter Lines
Replies: 10
Views: 12968

Re: Biter Lines

Haha, chunk line-up is back. Awesome :D
by slpwnd
Wed Oct 07, 2015 10:55 am
Forum: Resolved Problems and Bugs
Topic: [12.9] Tiles don't fire on_built_entity
Replies: 2
Views: 7547

Re: [12.9] Tiles don't fire on_built_entity

Well this is more of a feature request than a bug report. Tiles don't fire on_built_entity precisely because they are tiles not entities. You are right that there should be an on_built_tile method. And yes, it is confusing when tile ghost fire the event but the tile itself not. Technically speaking ...
by slpwnd
Wed Oct 07, 2015 10:46 am
Forum: Resolved Problems and Bugs
Topic: [0.12.10] Burner inserter not refueling itself
Replies: 7
Views: 9610

Re: [0.12.10] Burner inserter not refueling itself

Hmm. That was indeed the problem, I'll have to remember not to dump coal in furnaces while they still use burner inserters. I think it should be changed so it will always grab coal if it's low on fuel and coal is on the belt it's grabbing from. Hmmm seems like this has changed with the belt optimis...
by slpwnd
Wed Oct 07, 2015 7:42 am
Forum: Resolved Problems and Bugs
Topic: [0.12.8] Set_multi_command – Attack - Issue
Replies: 5
Views: 6559

Re: [0.12.8] Set_multi_command – Attack - Issue

LoL, actually there is a hardcoded limit of 150 tiles in the code which selects the units for the multi command :D Slpwnd, Is there anyway you can make the tile limit a variable or at least increase it a little? Currently, when I use the command in a large base, nothing happens, since I've cleared ...
by slpwnd
Tue Oct 06, 2015 8:37 am
Forum: General discussion
Topic: Factorio 100 000 copies sold in...
Replies: 14
Views: 18804

Re: Factorio 100 000 copies sold in...

Thanks guys. Both for the financial and verbal support=)) There was no big party. Half of the people is sick so not a good timing=))
by slpwnd
Thu Oct 01, 2015 1:40 pm
Forum: Resolved Problems and Bugs
Topic: Factorio Presskit page
Replies: 3
Views: 3483

Re: Factorio Presskit page

Hi,

thanks for the report. I have fixed these issues and they will be pushed with the next presskit update (soon). There is also some information missing in the Creators section which we will fill in. If someone else finds issues in the presskit(or in general on the website) please let us know :D
by slpwnd
Thu Oct 01, 2015 1:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.8-9] Auto-updater issues grabbing the 0.12.9 update
Replies: 2
Views: 3266

Re: [0.12.8-9] Auto-updater issues grabbing the 0.12.9 update

Thanks for the report. Turns out our python updater server was running on 4 processes. However when the updates were refreshed only one of these (random) has been notified. Which probably resulted in some processes (on the updater server) refreshed and some not. That would explain why sometimes the ...
by slpwnd
Thu Oct 01, 2015 1:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.8] Set_multi_command – Attack - Issue
Replies: 5
Views: 6559

Re: [0.12.8] Set_multi_command – Attack - Issue

LoL, actually there is a hardcoded limit of 150 tiles in the code which selects the units for the multi command :D
by slpwnd
Thu Oct 01, 2015 7:59 am
Forum: Releases
Topic: Version 0.12.9
Replies: 29
Views: 36344

Re: Version 0.12.9

Thank you so much. Make sure you take a moment to thank these amazing devs. It's right now 3AM in Prague! That is the magic of automated release process :D However it is not 100% reliable yet (well what is ? :D). For instance this time we have started the script at 6 pm and at 10 pm it had to be re...
by slpwnd
Wed Sep 30, 2015 11:51 am
Forum: Gameplay Help
Topic: [YouTube] Negative Root's Factorio Tutorials
Replies: 51
Views: 66701

Re: [YouTube] Negative Root's Factorio Tutorials

Very good job with the whole series! I have put the link to the tutorial series on our video page and might put it to other places as well - for instance the activation email.
by slpwnd
Wed Sep 30, 2015 9:52 am
Forum: General discussion
Topic: Factorio development explained in gifs
Replies: 133
Views: 310267

Re: Factorio development explained in gifs

Twinsen wrote:Trying to get everything in the trailer timed perfectly
Image
so true
by slpwnd
Wed Sep 30, 2015 8:20 am
Forum: Releases
Topic: Version 0.12.8
Replies: 36
Views: 45090

Re: Version 0.12.8

I imagine it has more to do with managing what goes in to each release - if 10 developers each work on a bug fix, releasing automatically too often may cause half-fixed bugs to be released, causing more harm than good. Giving the developers time and control to decide which commit goes public at wha...

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