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!
Search found 165 matches
- Fri May 17, 2019 7:41 am
- Forum: Technical Help
- Topic: API to get newest headless version string
- Replies: 9
- Views: 3548
- 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.
It feels a little bit wasteful to always have to download the whole package to just check if there's a new version.
- 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.
- 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...
- 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.
- 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 ...
- 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.
- 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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- Mon Feb 25, 2019 9:34 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 156863
- 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)?
- 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)