Search found 53 matches
- Thu Jan 23, 2020 8:43 pm
- Forum: Modding help
- Topic: Supporting multiple Factorio (Major) versions
- Replies: 34
- Views: 8915
Re: Supporting multiple Factorio (Major) versions
I'm just here to say that I agree backporting anything to versions of a mod intended for earlier versions of the game than my newest mod release just isn't going to happen. I guess there could be a bug serious enough that I might consider publishing a fix, but I'm honestly not bothered by people dro...
- Fri May 12, 2017 11:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.6] Sequential Desyncs
- Replies: 2
- Views: 1453
Re: [15.6] Sequential Desyncs
Cool. We're staying up to date, so we'll be using that version.
Thanks for the good work.
Thanks for the good work.
- Fri May 05, 2017 3:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.6] Sequential Desyncs
- Replies: 2
- Views: 1453
[15.6] Sequential Desyncs
I was walking along the bus in the multiplayer game my friend is hosting when the first desync happened. The second desync happened after I had automatically reconnected to the game, while I was still catching up. My player kept walking north (the direction I'd been walking initially) through the wh...
- Mon May 01, 2017 2:13 pm
- Forum: Mods
- Topic: [0.11.x][MP] UpGrade (Better vanilla stuff)
- Replies: 63
- Views: 68339
Re: [0.11.x][MP] UpGrade (Better vanilla stuff)
There's at least one sprite that needs to be re-specified for the 0.15.5+ versions of Factorio. The defined areas don't match up, and the game gives an error and won't start all the way up.
- Sat Apr 22, 2017 9:25 am
- Forum: F.A.R.L
- Topic: Clever FARL
- Replies: 3
- Views: 5663
Re: Clever FARL
That does make sense to do.
- Sun Mar 12, 2017 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Limiting train fuel
- Replies: 8
- Views: 4403
Re: Limiting train fuel
Half of you still seem to be treating this as a request to reduce the number of fuel slots on trains. My understanding of the original request was to add something like the red X in chests to block some of the slots. Here are a some scenarios where 3 slots is important: 1) A new setup is running on ...
- Sat Mar 11, 2017 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Limiting train fuel
- Replies: 8
- Views: 4403
Re: Limiting train fuel
Kane... He said "limit the train fuel slots like the slots of the chest", not remove. You need to read more carefully before you "post such negative replies".
- Sat Feb 18, 2017 12:52 am
- Forum: F.A.R.L
- Topic: Clever FARL
- Replies: 3
- Views: 5663
Clever FARL
https://i.gyazo.com/303adf48bb013b936fb0ec00ce3485ef.png Pawick over on Discord shared this picture with the caption "When you let FARL do the turns." After I told him to check his setup he discovered that his horizontal and vertical blueprints had different drive side setups. I found it ...
- Tue Jan 17, 2017 4:56 am
- Forum: Ideas and Suggestions
- Topic: Upgrading Steam Power (Coal + Nuclear)
- Replies: 10
- Views: 10191
Re: Combination Steam Turbine and Cooling Tower
Wanted to put in my word of support. I quite like Iron's initial proposal.
- Mon Jan 09, 2017 12:04 am
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 25035
Re: Friday Facts #172 - Blending and Rendering
He only said he doesn't want to take the time to educate you about how sprite rendering works. I also think that it would take a lot of time to bring you up to speed enough for you to understand, and I'm also not interested in taking that time. As for the guy talking about rendering the game objects...
- Sat Jan 07, 2017 2:38 am
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 25035
Re: Friday Facts #172 - Blending and Rendering
There are a lot of people (and me) using machines that wouldn't meet the spec for the new high-res graphics. The current normal graphics are a pretty safe option, since the lower resolution is pretty terrible. I've always felt that defaults should be on the least-common-denominator side of things. T...
- Wed Dec 21, 2016 1:23 am
- Forum: Mods
- Topic: [MOD 0.13.0] Satellite Radar
- Replies: 62
- Views: 40281
Re: [MOD 0.13.0] Satellite Radar
I installed Satellite Radar without reading the description, so I didn't realize it wasn't compatible with RSO Radars. Got a momentary surprise when I launched enough rockets to get the first radar upgrade. Obviously my fault for not actually reading everything. However, I wanted to get things worki...
- Sun Nov 20, 2016 10:31 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 49425
Re: Friday Facts #165 - Death by a thousand cuts
Regarding maintaining different "modpacks" for different games: There's a command line option to change which folder Factorio looks in for mods. I make a desktop shortcut for each set of mods I'm actively using. For the Steam version: "C:\Program Files (x86)\Steam\Steam.exe" -app...
- Thu Nov 10, 2016 4:15 am
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 38957
Re: Friday Facts #163 - New rails & New problems
I didn't see it as a waste of space/time. I only mentioned that the devs have said stuff to backup my statement. I've been meaning to try the Texture Compression option I've seen in the Graphics settings. I'm not too worried about them messing up Factorio. But I am very curious what sort of game the...
- Tue Nov 08, 2016 3:47 am
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 38957
Re: Friday Facts #163 - New rails & New problems
They've said a couple times in different places that the HD sprites will be an option and the existing resolutions will still be available. I'm glad of this, as I also play on a potato.
- Sat Sep 24, 2016 7:19 pm
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 45513
Re: Friday facts #157 - We are able to eat paper, but we don't do it
I think it's OK for games to put their saves in My Documents. But! They shouldn't be creating a folder directly in My Documents! There's been a My Games or Games folder for ages, and even if there wasn't making a Games folder is less obtrusive than 20+ games with sometimes cryptic folder names clutt...
- Fri Sep 16, 2016 9:36 pm
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 28204
Re: Friday Facts #156 - Massive Multiplayer
I think we need a setting in the options, and maybe a hotkey that isn't mapped by default for toggling player names both on the main screen and in the maps. A similar arrangement could be made to filter messages. Let players hide (but still invisibly receive) connection/disconnection messages and th...
- Tue Sep 13, 2016 8:59 pm
- Forum: News
- Topic: Friday facts #154 - Challenge us
- Replies: 61
- Views: 32609
Re: Friday facts #154 - Challenge us
Belts used to behave more realistically, but when the belt code was optimized a while back they changed it to what we have now.
- Sat Sep 10, 2016 10:24 pm
- Forum: News
- Topic: Friday Facts #155 - Settling into fall
- Replies: 63
- Views: 35204
Re: Friday Facts #155 - Settling into fall
I'm pretty sure the non-connecting pipe is because the sprites were put together with an image editor instead of in game. Most of the time I like the pipes we've got. I've been using a mod that adds non-automatic pipe junctions, and I generally only use them for super compact builds. Saying that tho...
- Fri Sep 09, 2016 6:17 pm
- Forum: News
- Topic: Friday Facts #155 - Settling into fall
- Replies: 63
- Views: 35204
Re: Friday Facts #155 - Settling into fall
What will happen if I have the current 1x1 pumps in a save when I update to whatever version contains the 1x2 pumps? I'm hoping for something like leaving the old entity in until the player removes it, and dropping the new pump when they do.