Search found 165 matches

by xng
Fri May 17, 2019 7:41 am
Forum: Technical Help
Topic: API to get newest headless version string
Replies: 9
Views: 3548

Re: API to get newest headless version string

PunPun wrote:
Sun Apr 21, 2019 9:06 pm


I don't know why I didn't get a notification for this response, but thanks a lot @PunPun for your help. It's a perfect solution for me!
by xng
Sat Apr 20, 2019 7:38 am
Forum: Technical Help
Topic: API to get newest headless version string
Replies: 9
Views: 3548

API to get newest headless version string

I know you can download the latest headless version through https://factorio.com/get-download/lates ... ss/linux64 , but is there any API/URI to fetch just the latest version string?

It feels a little bit wasteful to always have to download the whole package to just check if there's a new version.
by xng
Thu Mar 21, 2019 2:36 pm
Forum: General discussion
Topic: .17 coal power ratios
Replies: 26
Views: 9630

Re: .17 coal power ratios

Factorio Cheat Sheet is extremely handy, it also has been updated to 0.17.
by xng
Wed Mar 20, 2019 1:32 pm
Forum: Technical Help
Topic: Factorio server default map-gen-settings.json
Replies: 0
Views: 535

Factorio server default map-gen-settings.json

Is there a map-gen-settings.json with the default settings somewhere? Would help a lot with setting up a server for creating maps! There's an example in a subfolder of the server, but for some reason it's filled with seemingly random values instead of the defaults, and no information of valid ranges...
by xng
Fri Mar 15, 2019 6:04 pm
Forum: Ideas and Suggestions
Topic: [0.17] Customize starting cliffs
Replies: 3
Views: 1115

Re: [0.17] Customize starting cliffs

You need to increase continuity to see it clearly, but it's always a circle a cliffs around the starting point.
by xng
Wed Mar 13, 2019 8:36 am
Forum: Ideas and Suggestions
Topic: [0.17] Customize starting cliffs
Replies: 3
Views: 1115

[0.17] Customize starting cliffs

Background In 0.17 you always start in a circle surrounded by cliffs like on this image 2019-03-13_0927_34.png Proposition I propose that we can change the starting circles radius. Why? My experience with this now is that most often the resources are overlapping the cliff circle, like iron, copper ...
by xng
Tue Mar 12, 2019 11:10 am
Forum: General discussion
Topic: Copy-Paste in 0.17
Replies: 7
Views: 4170

Re: Copy-Paste in 0.17

I'm pretty sure a warning like "This blueprint might not work as expected if mirrored" would be enough and everyone would have an awesome feature.
by xng
Tue Mar 12, 2019 10:47 am
Forum: Releases
Topic: Version 0.17.11
Replies: 13
Views: 15192

Re: Version 0.17.11

As soon as I look away for a minute there's 2 new versions out.
by xng
Sat Mar 02, 2019 10:18 am
Forum: General discussion
Topic: Not pleased with 17.1 so far...
Replies: 65
Views: 18009

Re: Not pleased with 17.1 so far...

I'm happy 0.17 is finally here, but the devs spending the last year in hiding developing features without feedback from players made 0.17 become a mess of epic proportions. That they don't have anyone that knows about UI/UX and still went to try to develop a new system for about 2 years, again witho...
by xng
Sat Mar 02, 2019 8:21 am
Forum: General discussion
Topic: The new (enemy) graphics look sterile
Replies: 22
Views: 10148

Re: The new (enemy) graphics look sterile

I think the graphics looks good and well done, but the biters turned into robots. In 0.16 they looked more organic and alive.
by xng
Fri Mar 01, 2019 8:41 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 34412

Re: [0.17.1] intro too hard

I see from the pictures here, and from my own testing, that the ones that finally manages to the beat the tutorial have a minimal base. I think the biter attacks might scale exponentially to what you have (pollution or something ridiculous like that maybe). My first try my base used up ~80% power fr...
by xng
Thu Feb 28, 2019 3:42 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 34412

Re: [0.17.1] intro too hard

Feels good that I wasn't the only one getting stumped first time. My first thought when reading these is that I don't understand how this can be meant as the first experience for a new player. You start with not knowing how to even move around or open your own inventory to 30 minutes later getting a...
by xng
Thu Feb 28, 2019 10:29 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 34412

Awkward defeat in 0.17

I've got a couple thousand hours in factorio, tried the 0.17 tutorial and failed. The entire iron field on the map went to constant production of ammunition but still it could not produce enough to keep the turrets filled because of the never ending waves of thousands of biters. I think I should pro...
by xng
Wed Feb 27, 2019 11:21 am
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Factorio Not Respecting X11 Keyboard Mapping
Replies: 11
Views: 5520

Re: [0.17.0] Factorio Not Respecting X11 Keyboard Mapping

I'd like to confirm this too. I tried to rebind in the controls interface in game by just pressing the button (in this case Caps Lock that is mapped to Escape on my layout) to toggle menu. The rebinding interface in game understands that press correctly as Escape but and in game it opens the menu wh...
by xng
Tue Feb 26, 2019 9:13 am
Forum: General discussion
Topic: How many main bus lines do you generally use?
Replies: 41
Views: 41693

Re: How many main bus lines do you generally use?

Same thoughts... Step1: i build my belts way too close... Step2: The next game i leave space between them!!! Step3: repeat Step 1 & 2 for about 4 times Step4: repeating the same with trains :D This is the evolution of a factorio player. There's a limit to both approaches, the max throughput and...
by xng
Tue Feb 26, 2019 8:17 am
Forum: General discussion
Topic: How many main bus lines do you generally use?
Replies: 41
Views: 41693

Re: How many main bus lines do you generally use?

I find a main bus is really hard to expand beyond midgame, so I start with a tiny main bus to get things going and build train stations and network as soon as possible.
by xng
Tue Feb 26, 2019 7:22 am
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 53087

Re: 0.17 Hype?

I'm not hyped for 0.17 much, but I will be hyped when my 0.17 Angel/Bob factory accomplishes the two rocket per minute goal. That way I can retire from Factorio permanently. I may return in 5 years to see the launch of the 0.18 update, but more out of curiosity than anything. Haha, I believe in you...
by xng
Mon Feb 25, 2019 9:34 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 156863

Re: Friday Facts #283 - Prepare to Launch

Klonan wrote:
Mon Feb 25, 2019 8:11 am
xng wrote:
Mon Feb 25, 2019 7:57 am
Will 0.17 be compatible with linux?
Yep
Nice =)
by xng
Mon Feb 25, 2019 7:57 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 156863

Re: Friday Facts #283 - Prepare to Launch

Will 0.17 be compatible with linux (Ubuntu LTS)?
by xng
Tue Dec 25, 2018 5:35 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72611

Re: Friday Facts #274 - New fluid system 2

Fluid "mixing" in 0.16 only ever happens if the pipe is empty, how does the new system know if it's the wrong fluid for an empty pipe? (Placing pipe/rotating/changing recipe)

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