Version 0.12.1

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Stickman
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Re: Version 0.12.1

Post by Stickman »

DaveMcW wrote:It means modders won't accidentally make infinite range weapons, unless they really want to.
So back to my original question.... is there a change to vanilla weapon range?
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deepdriller
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Re: Version 0.12.1

Post by deepdriller »

Stickman wrote:
FactorioBot wrote:Changed default maximum range of projectiles from 10^308 to 1000.
So does this mean weapons shoot farther? Or not as far?
10^308 (read: ten to the power of 308) is a 1, followed by 308 zeros.
Therefore, the maximum range has been decreased.
However, since I've never actually seen any projectiles leave the boundaries of the known universe (10^308m = 1.06 * 10^292 light years), I don't believe that made any relevant changes to weapon range.
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DaveMcW
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Re: Version 0.12.1

Post by DaveMcW »

Stickman wrote:So back to my original question.... is there a change to vanilla weapon range?
No, that is why they put it in the Scripting section.
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sgt_cookie
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Re: Version 0.12.1

Post by sgt_cookie »

FactorioBot wrote:
  • Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Image
((REALLY Sorry for Frozen. But it was the only gif I could think of that fits))

But seriously, this SUCH a good change. This changes EVERYTHING about early game power systems.
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Re: Version 0.12.1

Post by orzelek »

Stickman wrote:
FactorioBot wrote:Changed default maximum range of projectiles from 10^308 to 1000.
So does this mean weapons shoot farther? Or not as far?
This also means that each laser tower has now two attack ranges displayed :D
Looks curious ;)
Last edited by orzelek on Sat Jul 25, 2015 8:01 am, edited 1 time in total.
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Stickman
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Re: Version 0.12.1

Post by Stickman »

deepdriller wrote:
Stickman wrote:
FactorioBot wrote:Changed default maximum range of projectiles from 10^308 to 1000.
So does this mean weapons shoot farther? Or not as far?
10^308 (read: ten to the power of 308) is a 1, followed by 308 zeros.
Therefore, the maximum range has been decreased.
However, since I've never actually seen any projectiles leave the boundaries of the known universe (10^308m = 1.06 * 10^292 light years), I don't believe that made any relevant changes to weapon range.
Thanks for explaining it :)
I tried snorting coke once. The ice cubes got stuck up my nose.
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Re: Version 0.12.1

Post by Cooolaid »

Nice, :) My request has been granted.
The delete button in Load Game or Save Game dialogs now asks for confirmation before deleting
https://forums.factorio.com/forum/vie ... =60#p92111

Thank You Factorio Dev team. :)
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Re: Version 0.12.1

Post by roy7 »

For whatever reason, my vanilla Laser Turrets say Range 1000.
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Re: Version 0.12.1

Post by orzelek »

roy7 wrote:For whatever reason, my vanilla Laser Turrets say Range 1000.
It also has standard 25 displayed - this is the limit that was added in this patch.
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Re: Version 0.12.1

Post by FrozenOne »

Image

Oh come on guys, this would have been so good map... (enemy bases to maximum, but this cozy little spot with everything needed to survive)

Boats must happen soon. Or at least catapult so i can fling myself to the mainland when i am ready :lol:
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Re: Version 0.12.1

Post by silasary »

Doesn't the story mention some kind of aeroplane?
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Re: Version 0.12.1

Post by Peter34 »

FactorioBot wrote:Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Does this mean we won't get the Sensor for the Accumulator until alpha 13?

I had been hoping that at least the simplest of the promised items that got postponed from alpha 12, were only meant to be postponed to alpha 12.1 and not all the way to 13.0.
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Re: Version 0.12.1

Post by Peter34 »

FishSandwich wrote:
FactorioBot wrote:Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Possibly the best and most wanted new feature. :D Great!
Yes, indeed! Burner Inserters just became literally a million times more useful.
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Schorty
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Re: Version 0.12.1

Post by Schorty »

FrozenOne wrote:
Image
Oh come on guys, this would have been so good map... (enemy bases to maximum, but this cozy little spot with everything needed to survive)

Boats must happen soon. Or at least catapult so i can fling myself to the mainland when i am ready :lol:
You can! You need to place a car on the other side and jump into it. The distance to the main land to the upper left corner seems near enough to do that
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waduk
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Re: Version 0.12.1

Post by waduk »

FrozenOne wrote:.....

Oh come on guys, this would have been so good map... (enemy bases to maximum, but this cozy little spot with everything needed to survive)

Boats must happen soon. Or at least catapult so i can fling myself to the mainland when i am ready :lol:
With landfill mod, this would be a perfect fortress, care to share the map string ?
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Re: Version 0.12.1

Post by roman566 »

Was something done to Laser Turrets? An attack on my defense lines suddenly turns off my entire factory, something that did not happen before patch.

Oh, I just checked Wiki. Laser Turret had 600 kW drain, now it has 6 MW... ten times more. Did I miss it in patch or something?
Last edited by roman566 on Sat Jul 25, 2015 11:19 am, edited 1 time in total.
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Re: Version 0.12.1

Post by FishSandwich »

roman566 wrote:Was something done to Laser Turrets? An attack on my defense lines suddenly turns off my entire factory, something that did not happen before patch.
Laser turret power requirement was quadrupled in the 0.12 update.
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Re: Version 0.12.1

Post by roman566 »

FishSandwich wrote:
roman566 wrote:Was something done to Laser Turrets? An attack on my defense lines suddenly turns off my entire factory, something that did not happen before patch.
Laser turret power requirement was quadrupled in the 0.12 update.
Replace 'quadrupled' with whatever you say when it was multiplied by ten and you are spot on.
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Re: Version 0.12.1

Post by deepdriller »

roman566 wrote:
FishSandwich wrote:
roman566 wrote:Was something done to Laser Turrets? An attack on my defense lines suddenly turns off my entire factory, something that did not happen before patch.
Laser turret power requirement was quadrupled in the 0.12 update.
Replace 'quadrupled' with whatever you say when it was multiplied by ten and you are spot on.
Decupled?
Increased tenfold?
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Re: Version 0.12.1

Post by AnEntity »

FactorioBot wrote:
  • Changed Assembling machine's auto-insertion behaviour when using speed module effects. Faster speed with fast recipes will insert more items sooner.
I don't quite understand the effect of this change. Could someone give me an example of how this would be different?
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