Search found 22 matches
- Sat Feb 13, 2016 3:44 pm
- Forum: News
- Topic: Friday Facts #125 - Achievements
- Replies: 119
- Views: 94644
Re: Friday Facts #125 - Achievements
***WARNING: ACHIVEMENT WHORE MODE ENGAGED!***
- Tue Feb 09, 2016 4:04 pm
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 61052
Re: Version 0.12.22
You won't be able to satisfy all users. If releases were more frequent and buggy, forum would be flooded with bugs that devs are aware. I doubt people woll roll back to previus version to play bugfree and would be frustrated. I'm also developer and work with my clients, and it's not as easy as to sa...
- Mon Feb 08, 2016 8:29 am
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 61052
Re: Version 0.12.22
Hey, Anyone know, if there is any ETA of 0.13? Will it be this month or in 3 months?
- Mon Jan 25, 2016 12:16 am
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 61052
Re: Version 0.12.22
Registration already has reCapcha (not sure how long tho). + few other anti-bot thingies.
- Thu Dec 24, 2015 9:02 am
- Forum: Off topic
- Topic: Merry X-Mass!
- Replies: 0
- Views: 4686
Merry X-Mass!
Hello Community! I wanted to wish you all (and dev team ofcourse as they're part of community too :) ) happy xmass! Get something to eat instad of playing all day 2day! Or else you will wither to bones! PS: Wish you ASAP 0.13 relase! http://icons.iconarchive.com/icons/lovuhemant/merry-christmas/256/...
- Sat Nov 14, 2015 1:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.17][posila]Construction bots should gather trees first
- Replies: 6
- Views: 9712
Re: [0.12.17] Construction robots trees should be gathered first
They should. It's all cool if you use logistic network robots. These are personal roboport robots. So you can't use too many of them at time, Not with large projects. So it low prio bug (nuisance).
- Fri Nov 13, 2015 10:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.17][posila]Construction bots should gather trees first
- Replies: 6
- Views: 9712
[0.12.17][posila]Construction bots should gather trees first
When I place plans on trees, they should be gathered and then buildings placed. It was working before, not it's not:
Robots just stand and wait and notheing is gathered.
Robots just stand and wait and notheing is gathered.
- Sun Oct 04, 2015 9:50 am
- Forum: Resolved Problems and Bugs
- Topic: [12.10] Updater Failed
- Replies: 11
- Views: 8515
Re: [12.10] Updater Failed
Mine failed to, but game was updated
- Sun Oct 04, 2015 9:49 am
- Forum: Minor issues
- Topic: [0.12.10] Inserting into filtered objects
- Replies: 3
- Views: 4000
[0.12.10] Inserting into filtered objects
Ain't sure if its a bug, but surely its not convenient. Basically, if object (car in my case) is being fully filtered and there are 48 inserters in it and space left for 2 only left (due to filters). Inserter (that can grap 3 items at once) is being left with 1 item. Thus stops working. That is not ...
- Sat Oct 03, 2015 9:50 am
- Forum: News
- Topic: Friday Facts #106 - Brain satisfaction tool
- Replies: 41
- Views: 44383
Re: Friday Facts #106 - Brain satisfaction tool
2nd Update this week... you spoil us!!
- Thu Sep 24, 2015 7:09 pm
- Forum: Releases
- Topic: Version 0.12.8
- Replies: 36
- Views: 46666
Re: Version 0.12.8
Update is fully automated, and from statement they made it sound like they're gonna do it more often.
Shotgun fix is quite important too
Shotgun fix is quite important too
- Thu Sep 24, 2015 2:05 pm
- Forum: Releases
- Topic: Version 0.12.8
- Replies: 36
- Views: 46666
Re: Version 0.12.8
Shouldn't it be release? (someone switched to wednesday release, it's thursday already).
- Fri Sep 18, 2015 10:37 pm
- Forum: Not a bug
- Topic: [0.12.8] Underground Transport belt colission problem?
- Replies: 7
- Views: 9864
Re: [0.12.8] Underground Transport belt colission problem?
Well, how would the red beakers physically reach that other belt? Then look at screen. One of green sience packs is "in" cover. So a ghost green sience pack it seems :) It's semipermeable! devs hopefully wont destroy it when i build my factory Then why did you make a thread telling us to ...
- Fri Sep 18, 2015 9:45 pm
- Forum: Not a bug
- Topic: [0.12.8] Underground Transport belt colission problem?
- Replies: 7
- Views: 9864
Re: [0.12.8] Underground Transport belt colission problem?
Well, how would the red beakers physically reach that other belt? Then look at screen. One of green sience packs is "in" cover. So a ghost green sience pack it seems :) Now i know i can split belts that way (and that devs hopefully wont destroy it when i build my factory), not with green ...
- Fri Sep 18, 2015 9:04 pm
- Forum: Not a bug
- Topic: [0.12.8] Underground Transport belt colission problem?
- Replies: 7
- Views: 9864
[0.12.8] Underground Transport belt colission problem?
Hello,
Not sure if its a bug or intended. However i thought i will report it.
When transport belt meets undergrand belt it takes items from one of lanes, but not other.
Not sure if its a bug or intended. However i thought i will report it.
When transport belt meets undergrand belt it takes items from one of lanes, but not other.
- Fri Jul 17, 2015 10:23 am
- Forum: General discussion
- Topic: Get on the HYPE TRAIN! [gif enabled]
- Replies: 10
- Views: 11698
Get on the HYPE TRAIN! [gif enabled]
Taking example from: https://forums.factorio.com/forum/viewtopic.php?f=5&t=1878 Let's show (in gifs XD ) how much we wait for (or feel about) today relese!! :D (hope gonna be fun and eat some time!) So: https://i2.wp.com/i124.photobucket.com/albums/p18/LH2man/Funnees/gifsFav/drooling.gif~origina...
- Thu Jul 16, 2015 11:14 am
- Forum: General discussion
- Topic: Status of 0.12
- Replies: 12
- Views: 11058
Re: Status of 0.12
Is it just to get us on hype train then detach it while on 200km/h? Or... it means something is going to be released?kovarex wrote:There is big amounts of things that were broken week ago and not anymore
- Wed Apr 01, 2015 8:35 pm
- Forum: Modding help
- Topic: Two problems with amod - Error assignID and foldername
- Replies: 6
- Views: 3084
Re: Two problems with amod - Error assignID and foldername
Got one more question. Each entity has a type. My test type is solar-panel. Solar panel does not have animations. Can solar Panel have animations, or I need to base it on type that supports animations? If that's the case, I won't be able to make animated solar panel out of solar-panel entity type. A...
- Wed Apr 01, 2015 8:04 pm
- Forum: Modding help
- Topic: Two problems with amod - Error assignID and foldername
- Replies: 6
- Views: 3084
Re: Two problems with amod - Error assignID and foldername
Yes, you were right! Since one of items was only in {} not in {{}}. Didn't notice it had to be in subarray of array (or object of objects. Not sure how it is in LUA).
- Wed Apr 01, 2015 7:44 pm
- Forum: Modding help
- Topic: Two problems with amod - Error assignID and foldername
- Replies: 6
- Views: 3084
Re: Two problems with amod - Error assignID and foldername
Thank you. Gonna review it. After looking at code I also see sometimes its data.extend({..}) and sometimes data.extend({{...}}). Maybe it does not parse well and thats what it cant find ID.