Search found 40 matches

by Weresmilodon
Sat Jan 06, 2018 9:26 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 396228

Re: Friday Facts #224 - Bots versus belts

Well, that's an... explosive topic, isn't it? 25 pages in a day? Not surprising, really. From my perspective, it's not a question of if bots are too strong. The Bots vs. Belts comparison will always indicate that bots are better, simply because belts are just so limited in comparison. Bots don't nee...
by Weresmilodon
Sat May 27, 2017 2:36 pm
Forum: Releases
Topic: Version 0.15.15
Replies: 20
Views: 18391

Re: Version 0.15.15

[*]Fixed that spawners would sometimes stop spawning units even when polluted. (https://forums.factorio.com/46805) 2. Prevent biters settling in polluted territory. This, i think, is the reasonable answer. It never made sense why biters would colonize into pollution, when they hate it so much. Just...
by Weresmilodon
Sat Mar 25, 2017 8:22 am
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 76069

Re: Friday Facts #183 - Aiming for the release date

Since there is time to work on some small things, here's a couple of player comfort items: Firstly, on the mouse-over infopanel, can we please have consumption/production per minute? There are so many things that affect production-speed that trying to calculate them all gets downright nasty in some ...
by Weresmilodon
Sat Jan 21, 2017 4:32 am
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 37518

Re: Friday Facts #174 - Mod gui

So is there a way to copy train schedules? One of the longer parts of setting up a new train outpost is creating all the wait conditions and such for the new train. I would love to just copy from another one, and then just change one little thing. You do it the same way you copy between assemblers,...
by Weresmilodon
Sat Dec 24, 2016 1:25 am
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 38691

Re: Friday Facts #170 - Blueprint library GUI design and redesign

There are many suggestions for blueprints already, so i won't talk about that. I have a feeling that i'll still be using Foreman anyway, just because of added functionality. Same as Autotrash. we'll see. Regarding UI in general, good. It needs some attention. Most of it is functional, and us regular...
by Weresmilodon
Wed Aug 31, 2016 5:52 pm
Forum: Releases
Topic: Version 0.14.2
Replies: 35
Views: 30569

Re: Version 0.14.2

Yup. Pretty much my reaction too.
by Weresmilodon
Sun Aug 21, 2016 12:35 pm
Forum: Resolved Problems and Bugs
Topic: [12.35] On update: JSON parser error server reply) (<unspecified file>(1): expected object or array
Replies: 10
Views: 4927

[12.35] On update: JSON parser error server reply) (<unspecified file>(1): expected object or array

So, i'm getting this error when i try to update now. It also comes up when trying to log in with a clean installation. JSON parser error server reply (<unspecified file>(1): expected object or array) This is possibly caused by a firewall configuration I know there is an old topic about this, and i t...
by Weresmilodon
Thu Aug 04, 2016 8:55 am
Forum: Mods
Topic: [MOD 0.12.x] Specialized oil refineries (not 3 at once)
Replies: 49
Views: 36769

Re: [MOD 0.12.x] Specialized oil refineries (not 3 at once)

If this is updated for 0.13, it should probably be marked as such and moved out of the "Mods for 0.12" subforum.
by Weresmilodon
Thu Jul 21, 2016 3:43 pm
Forum: Releases
Topic: Version 0.13.9
Replies: 49
Views: 37287

Re: Version 0.13.9

"I have altered their "getting unstuck" logic; pray I do not alter it any further." I can see a large group needing to clear some trees to get to by base through a forest or something. But rocks? Those aren't nearly as hard to get around. They're certainly less common than spawn...
by Weresmilodon
Fri Jul 15, 2016 10:10 pm
Forum: Releases
Topic: Version 0.13.9
Replies: 49
Views: 37287

Re: Version 0.13.9

I've never used victory poles, but that was pretty much bugged behavior/AI exploitation, so whatever. No, what I'm talking about is the large nests on all sides right outside the starting zone, the large attack forces coming early and constantly, and the impossibility to actually secure an area. I p...
by Weresmilodon
Fri Jul 15, 2016 8:25 pm
Forum: Releases
Topic: Version 0.13.9
Replies: 49
Views: 37287

Re: Version 0.13.9

While questions are being asked; is the new super-aggressive biter behavior intended or bugged? Because that's what's keeping me from playing right now.

If it's intended, then there really needs to be a setting for aggressiveness, beyond just the peaceful checkmark.
by Weresmilodon
Sun Jun 26, 2016 3:29 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 54621

Re: Friday Facts #144 - The gfx report

Personally, I'd like to see some tundra and taiga biomes in Factorio. Lack of snow is somewhat disappointing. Given the output of solar panels, I think the planet can be anywhere cool enough for ice to form naturally on surface :lol: But well this is a game about automation, not astrophysics, so wh...
by Weresmilodon
Sun Jun 26, 2016 2:34 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 54621

Re: Friday Facts #144 - The gfx report

Personally, I'd like to see some tundra and taiga biomes in Factorio. Lack of snow is somewhat disappointing. Given the output of solar panels, I think the planet can be anywhere cool enough for ice to form naturally on surface :lol: But well this is a game about automation, not astrophysics, so wh...
by Weresmilodon
Fri Jun 03, 2016 4:24 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 67668

Re: Friday Facts #140 - Soon

Smarty wrote:never understood why people always go in this F5 spamming hype train :roll:
M-Hm. This.

I have the forum on my feed, so get a notice when a thread is updated or created. Spam F5? Why? Unnecessary, wasteful.
by Weresmilodon
Fri Apr 15, 2016 10:21 pm
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 68
Views: 40002

Re: Friday Facts #134 - Signal placement indicator

bbgun06 wrote:
Vizzy wrote:Or perhaps we can have draggable signals?
This is probably the simplest and easiest solution at this time.
by Weresmilodon
Fri Mar 11, 2016 9:13 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 149595

Re: Friday Facts #129 - The late game

[...] Mining In regards to mining, i have no real opinion beyond 'It will be nice to have some more high tier equipment'. Instead, I'll present an old idea I've had. Perhaps there can be some overlap, should something come of it. In the middle of ore fields would be an 'rough' area, where nothing c...
by Weresmilodon
Fri Mar 11, 2016 8:56 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 149595

Re: Friday Facts #129 - The late game

Resource sinks First off, YES, we need a solid resource sink in the end of the game. Right now, i feel like no such thing exists, all the ones that could function activate too little of your factory. Research won't do it, same as rockets doesn't do it. Instead, i suggest a new item of some sort, hi...
by Weresmilodon
Fri Mar 11, 2016 7:02 pm
Forum: News
Topic: Steam Keys available
Replies: 83
Views: 44744

Re: Steam Keys available

mulledyr wrote:How long does it take from the time I have requested to get my Steam code till I get it ?? Have been waiting 10 days...
It is just a question :)
Love the game :)
You get it right away. It's on your profile page.

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