Search found 1827 matches
- 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
- 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
- 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...
- 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
- 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
Actual names. Usually.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?
- 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.
- 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
- 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...
- 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
- 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 ...
- 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...
- 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 ...
- 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=))
- 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
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
- 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 ...
- 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
- 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...
- 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.
- 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
so trueTwinsen wrote:Trying to get everything in the trailer timed perfectly
- 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...