Friday facts #95 - 0.12 Release today

Regular reports on Factorio development.
User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12889
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by ssilk »

hitzu wrote:What if to hide rail sleepers under the pavement?
Image
I like the look of that.

It looks for me, as if the train isn't allowed to drive so fast in that area. Which makes sense, gameplay-wise.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
Nova
Filter Inserter
Filter Inserter
Posts: 958
Joined: Mon Mar 04, 2013 12:13 am
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Nova »

Are items on the edge of a curved belt still slower than on the inner side?
Greetings, Nova.
Factorio is one of the greatest games I ever played, with one of the best developers I ever heard of.

orzelek
Smart Inserter
Smart Inserter
Posts: 3922
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by orzelek »

Nova wrote:Are items on the edge of a curved belt still slower than on the inner side?
Nope - that bug was fixed. To dismay of some - I'm glad it's gone :)

Cooolaid
Long Handed Inserter
Long Handed Inserter
Posts: 85
Joined: Sat Jul 18, 2015 8:48 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Cooolaid »

I would love to see a feature in Factorio that would let me slow down the assembly machine and assembly machine outputs.
I have assembly machines that are spitting out way too much product of a certain type, and I cant seem to control the output speed, which is seriously clogging up my belts,
which then prevents other items from other assembly machines going in the belts from moving on and supplying other machines and structures.

Having a way to control an output of assembly machines or any other machines, would let me have more control over production.
For Example : [copper coils] I should be able to tell the assembly machine to output (1) copper coil every 30 seconds, 1 minute, 5 minutes or every 10 minutes.
This way copper coil wont clog my belts and halt production that has other items heading to its destination.

Another idea I have is called Linking.
basically, you can tell a machine to link with another machine and it will watch that machine, factory or assembly machine to know if it needs a product.
And if it does, the copper accumulator will spit out another copper coil as needed.

I would also like to have a feature of Underground wire piping, so I can run a wire from my base to (for example) a mining machine.
And be able to turn off or on the machine with a on or off switch from my base, if there is too much mined items coming in.


And another Idea regarding the entire Game Map.:
I would love to have map levels. - (sorta like Guild Wars 2 building map levels) where you click on an icon that shows 4 levels, and you can switch level view and go to that level.
Where you can be able to change map level to view ground level, underground level. So people can build tunnels under main ground level.
This would be useful for those who love to have train tunnels underground, and be able to actually view the entire level under the main ground level.
The train would then be able to go at ground level and underground wherever the player makes the slopes to go to and from above ground.

Here is an example : - Look at the botton right corner of the picture. you will see 3 small triangles. which changes view level of map and map level where you can actually go to.
Image
Last edited by Cooolaid on Sat Jul 18, 2015 9:37 pm, edited 2 times in total.

ratchetfreak
Filter Inserter
Filter Inserter
Posts: 952
Joined: Sat May 23, 2015 12:10 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by ratchetfreak »

Cooolaid wrote:I would love to see a feature in Factorio that would let me slow down the assembly machine and assembly machine outputs.
I have assembly machines that are spitting out way too much product of a certain type, and I cant seem to control the output speed, which is seriously clogging up my belts,
which then prevents other items from other assembly machines going in the belts from moving on and supplying other machines and structures.

Having a way to control an output of assembly machines or any other machines, would let me have more control over production.
For Example : [copper coils] I should be able to tell the assembly machine to output (1) copper coil every 30 seconds, 1 minute, 5 minutes or every 10 minutes.
This way copper coil wont clog my belts and halt production that has other items heading to its destination.

Another idea I have is called Linking.
basically, you can tell a machine to link with another machine and it will watch that machine, factory or assembly machine to know if it needs a product.
And if it does, the copper accumulator will spit out another copper coil as needed.

I would also like to have a feature of Underground wire piping, so I can run a wire from my base to (for example) a mining machine.
And be able to turn off or on the machine with a on or off switch from my base, if there is too much mined items coming in.
Most people use a separate belt for different items.

Otherwise you can use smart inserters and a timer to ensure limiter output

Belgak
Manual Inserter
Manual Inserter
Posts: 3
Joined: Sat Jul 18, 2015 10:35 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Belgak »

Why will my game not update????

FishSandwich
Smart Inserter
Smart Inserter
Posts: 1847
Joined: Sun Feb 23, 2014 3:37 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by FishSandwich »

Belgak wrote:Why will my game not update????
http://www.factorio.com/download/experimental

Belgak
Manual Inserter
Manual Inserter
Posts: 3
Joined: Sat Jul 18, 2015 10:35 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Belgak »

FishSandwich wrote:
Belgak wrote:Why will my game not update????
http://www.factorio.com/download/experimental

I have my game set to download experimental versions. So i would assume that it would have done it, but ok. Thanks you.

ratchetfreak
Filter Inserter
Filter Inserter
Posts: 952
Joined: Sat May 23, 2015 12:10 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by ratchetfreak »

Belgak wrote:
FishSandwich wrote:
Belgak wrote:Why will my game not update????
http://www.factorio.com/download/experimental

I have my game set to download experimental versions. So i would assume that it would have done it, but ok. Thanks you.
that's been disabled for windows because issues™

Cooolaid
Long Handed Inserter
Long Handed Inserter
Posts: 85
Joined: Sat Jul 18, 2015 8:48 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Cooolaid »

One thing I would like for the creator of Factorio Game to do is.
Place a confirmation popup when deleting a Saved World.
Pressing Delete Save instantly deletes it, but if you mistakenly misclicked on the wrong Saved World, you're basically screwed.
It just happened to me. There should be a confirmation popup when deleting a Saved World.

AMV
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sat Jun 06, 2015 11:10 am
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by AMV »

Image
 
What's wrong with the light? And for some reason concrete road doesn't show on global map if drones build it.
Hope this is right topic for this.

boro
Fast Inserter
Fast Inserter
Posts: 137
Joined: Thu May 22, 2014 5:36 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by boro »

AMV wrote: What's wrong with the light?
There's a "lights render quality" slider in the graphics options.

User avatar
Legoman165
Inserter
Inserter
Posts: 31
Joined: Thu Feb 26, 2015 7:15 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Legoman165 »

Soo, new trailer soon? maybe when you get space stations working? I just think the current trailer is too outdated to accurately depict the current game, and it might bring some new folks to the game. I know i will share the new trailer around if u guys make one!

deepdriller
Fast Inserter
Fast Inserter
Posts: 185
Joined: Sat Apr 11, 2015 7:52 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by deepdriller »

AMV wrote:And for some reason concrete road doesn't show on global map if drones build it.
Make sure that the map has been updated by either walking nearby or having it scanned by a radar.
I know this doesn't likely cause the issue, but that's how troubleshooting works: Start with the easily testable.

User avatar
Stickman
Inserter
Inserter
Posts: 40
Joined: Fri Jul 17, 2015 2:34 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Stickman »

Cooolaid wrote:One thing I would like for the creator of Factorio Game to do is.
Place a confirmation popup when deleting a Saved World.
Pressing Delete Save instantly deletes it, but if you mistakenly misclicked on the wrong Saved World, you're basically screwed.
It just happened to me. There should be a confirmation popup when deleting a Saved World.
Please just pay attention to what you click?
I tried snorting coke once. The ice cubes got stuck up my nose.

User avatar
jockeril
Filter Inserter
Filter Inserter
Posts: 370
Joined: Sun Feb 08, 2015 11:04 am
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by jockeril »

Stickman wrote:
Cooolaid wrote:One thing I would like for the creator of Factorio Game to do is.
Place a confirmation popup when deleting a Saved World.
Pressing Delete Save instantly deletes it, but if you mistakenly misclicked on the wrong Saved World, you're basically screwed.
It just happened to me. There should be a confirmation popup when deleting a Saved World.
Please just pay attention to what you click?
@Stickman - @Cooolaid does have a point there - it's far too easy to delete the wrong save
My mods

Formerly Hebrew translator for FARL & EvoGUI - two mods I highly recommend for anyone to check-out

join me on
- Twitter[@jockeril],
- Twitch.tv/jockeril,
- Youtube/jocker-il (or JoCKeR-iL)
- and steam !
Image

User avatar
Stickman
Inserter
Inserter
Posts: 40
Joined: Fri Jul 17, 2015 2:34 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Stickman »

jockeril wrote:
Stickman wrote:
Cooolaid wrote:One thing I would like for the creator of Factorio Game to do is.
Place a confirmation popup when deleting a Saved World.
Pressing Delete Save instantly deletes it, but if you mistakenly misclicked on the wrong Saved World, you're basically screwed.
It just happened to me. There should be a confirmation popup when deleting a Saved World.
Please just pay attention to what you click?
@Stickman - @Cooolaid does have a point there - it's far too easy to delete the wrong save
It's impossible for me to delete the wrong save because I don't click a bunch of stuff without paying attention.
I tried snorting coke once. The ice cubes got stuck up my nose.

Rage
Long Handed Inserter
Long Handed Inserter
Posts: 90
Joined: Sat Aug 09, 2014 2:08 am
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Rage »

Stickman wrote:
jockeril wrote:
Stickman wrote:
Cooolaid wrote:One thing I would like for the creator of Factorio Game to do is.
Place a confirmation popup when deleting a Saved World.
Pressing Delete Save instantly deletes it, but if you mistakenly misclicked on the wrong Saved World, you're basically screwed.
It just happened to me. There should be a confirmation popup when deleting a Saved World.
Please just pay attention to what you click?
@Stickman - @Cooolaid does have a point there - it's far too easy to delete the wrong save
It's impossible for me to delete the wrong save because I don't click a bunch of stuff without paying attention.
It's impossible for me to delete the wrong save because I don't delete saves. I have almost 5 GBs in compressed save data.

User avatar
Stickman
Inserter
Inserter
Posts: 40
Joined: Fri Jul 17, 2015 2:34 pm
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by Stickman »

LOL

:mrgreen:

I have a couple dozen, yeah. 8-)
I tried snorting coke once. The ice cubes got stuck up my nose.

JosephBones
Burner Inserter
Burner Inserter
Posts: 12
Joined: Mon Jul 20, 2015 2:58 am
Contact:

Re: Friday facts #95 - 0.12 Release today

Post by JosephBones »

When do we get the mail to validate it as Steam game ? I will trust officially the game when i have it registered in steam

Post Reply

Return to “News”