I'm watching a couple of Rimworld videos on YouTube while waiting for some l-o-n-g database operations to finish. Would you mind posting a link to the aforemention dev blog?
Nevermind, I Googled it:
http://ludeon.com/blog/
Search found 153 matches
- Fri Jul 22, 2016 11:18 pm
- Forum: Off topic
- Topic: Finally I'm better at a game than Scott Manley
- Replies: 1
- Views: 1244
- Fri Jul 22, 2016 11:16 pm
- Forum: Ideas and Suggestions
- Topic: Dual screen support/use
- Replies: 19
- Views: 15865
Re: Multi Monitor Support
First: Zooming out so far will result in follow-up bug reports, cause nobody will understand, why he can see land, but not on his map. (Try game.player.zoom=0. If your trying to make an idiot proof solution then you are greatly underestimating the ability of the garden variety idiot. -Dead Was that...
- Fri Jul 22, 2016 4:26 pm
- Forum: Off topic
- Topic: Software Versions: Which comes first 0.3 or 0.12.9?
- Replies: 3
- Views: 1576
Re: Software Versions: Which comes first 0.3 or 0.12.9?
Awesome link! Thanks!sillyfly wrote:http://semver.org/
Also, 0.3≠0.30 !!!
0.12.0 is "zero point twelve point zero" (Or replace "zero" with "naught" or "Oh", if you prefer), but definitely not "One point two" or "zero point one point two"
- Fri Jul 22, 2016 3:55 pm
- Forum: Off topic
- Topic: Software Versions: Which comes first 0.3 or 0.12.9?
- Replies: 3
- Views: 1576
Software Versions: Which comes first 0.3 or 0.12.9?
I number my beta software versions from 0.1 (10%) to 0.9 (90%) before the 1.0 production release. But it looks like Factorio (and also Minecraft) number the software as: 0.1 0.2 ... 0.12 0.13 0.14 ... 1.0 So, I assume the 0 means it is BETA and then number after the decimal is just an incrementing n...
- Wed Jul 20, 2016 7:49 pm
- Forum: Gameplay Help
- Topic: Oil, derivates and combinators?
- Replies: 23
- Views: 10142
Re: Oil, derivates and combinators?
You can't have too much petroleum for any normal factory. It is the highest demand oil product for building stuff, and frequently you have to crack the lower tiers just to get more. And thats exactly what I want to achieve: Fully automatic "Deliver in Demand" - and on demand by the factor...
- Wed Jul 13, 2016 3:59 am
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 8945
Re: Add a slider to increase research and build times
Sounds like an awesome idea to me. I wonder if these various items are moddable. If they are, then I wonder if there might be an "out of game" way for someone to write some code to modify these values before you start the game so we could see the effects before asking the developers to for...
- Wed Jul 13, 2016 1:55 am
- Forum: Gameplay Help
- Topic: Is Storage useless?
- Replies: 18
- Views: 8227
Re: Is Storage useless?
Many players create a "main bus" running either horizontally or vertically with multiple lines of the primary stuff like iron plates, copper plates, steel plates, green circuits, red circuits. In the early game, you might store a small amount of resources before you get a main bus going ju...
- Tue Jul 12, 2016 6:59 pm
- Forum: General discussion
- Topic: 5 Must Have Mods!!!
- Replies: 15
- Views: 11431
Re: 5 Must Have Mods!!!
For me: 1. RSO - In 0.12, you didn't need to use trains with all the resources within belt range. RSO moves the resources out far away so you must use rail to get them. 2. Rail Tanker - Love being able to transport oil so easily 3. Double Reach - Increasing the reach from 5 to 10 is a nice compromis...
- Mon Jul 11, 2016 9:33 pm
- Forum: Releases
- Topic: Version 0.13.8
- Replies: 39
- Views: 32279
Re: Version 0.13.8
[*]Fixed that if a land mine got blown up and replaced by a robot, it wouldn't arm itself. (https://forums.factorio.com/28761) Mines can be replaced by robots?!? Well holy crap that changes things! Time to add some new filtered slots to my wall supply trains.. Please see this video from one of my f...
- Fri Jul 08, 2016 6:40 pm
- Forum: News
- Topic: Friday facts #146 - The GFX workflow
- Replies: 42
- Views: 25832
Re: Friday facts #146 - The GFX workflow
Awesome post! Wish we'd hear more from the talented graphical staff. They are awesome!
- Fri Jul 08, 2016 6:01 pm
- Forum: Off topic
- Topic: Are trains useful?
- Replies: 9
- Views: 5230
Re: Are trains useful?
In my first six games or so, I never built a single train because I could just as easily get all the resources I needed via conveyor belt. Then, I installed the RSO mod. This mod alters the resource allocation so that your first iron, copper, coal, stone expansions are far enough away that trains ar...
- Fri Jul 08, 2016 1:59 pm
- Forum: Gameplay Help
- Topic: [0.13.x] Need help to understand the new biter expansion
- Replies: 14
- Views: 4597
Re: [0.13.x] Need help to understand the new biter expansion
Thanks!TheSkiGeek wrote: Commands that start with "/c ..." will disable achievements, since you're running arbitrary script. Things like /evolution and /save are okay.
- Thu Jul 07, 2016 2:26 pm
- Forum: Gameplay Help
- Topic: [0.13.x] Need help to understand the new biter expansion
- Replies: 14
- Views: 4597
Re: [0.13.x] Need help to understand the new biter expansion
The main thing I'm hearing about 0.13 is that "victory poles" no longer work. In 0.12, I think biter expansions would always appear a minimum distance from any of your base elements. That probably sounded like a reasonable idea to the DEVS until we all figured out we could put an ultra che...
- Wed Jul 06, 2016 10:03 pm
- Forum: General discussion
- Topic: When do you use logi bots?
- Replies: 14
- Views: 5290
Re: When do you use logi bots?
I mainly use logistic robots to bring me stuff I need to use while expanding the factory including:
1. Transport Belt
2. Inserters
3. Underground Belt
4. Power Poles
etcetera.
I find it incredibly, incredibly useful to not have to run around picking these things up while I am expanding the factory.
1. Transport Belt
2. Inserters
3. Underground Belt
4. Power Poles
etcetera.
I find it incredibly, incredibly useful to not have to run around picking these things up while I am expanding the factory.
- Sat Jul 02, 2016 6:49 pm
- Forum: Implemented Suggestions
- Topic: Suggestion: Add a 'Close' button to Research screen
- Replies: 6
- Views: 1991
Re: Suggestion: Add a 'Close' button to Research screen
No gui in the game has an X to close, and it's gui style looks quite different from the windows ones. I have no idea how you can mistake that... Good point. But in 200+ hours of play in 0.12, this never happened. The Research screen popping up and taking up so much screen real estate has always bee...
- Sat Jul 02, 2016 3:36 pm
- Forum: Implemented Suggestions
- Topic: Suggestion: Add a 'Close' button to Research screen
- Replies: 6
- Views: 1991
Re: Suggestion: Add a 'Close' button to Research screen
Starting a new game today under 0.13.3. I'm under attack and my research finishes. I go to close the research window and instead close the entire game--yet again. Um, how? You just close it by pressing escape? Nope. Playing Factorio in Windowed mode, I click the 'X' at the top of the Research Scree...
- Sat Jul 02, 2016 1:53 pm
- Forum: Implemented Suggestions
- Topic: Suggestion: Add a 'Close' button to Research screen
- Replies: 6
- Views: 1991
Re: Suggestion: Add a 'Close' button to Research screen
Starting a new game today under 0.13.3. I'm under attack and my research finishes. I go to close the research window and instead close the entire game--yet again.
- Thu Jun 30, 2016 2:19 am
- Forum: Technical Help
- Topic: My 0.13 won't install on Steam
- Replies: 3
- Views: 1883
Re: My 0.13 won't install on Steam
0.13 is classed as a beta release and won't install on steam unless you enable beta software installs. Look on YouTube for MangledPork. He created a fantastic video that explains how to get 13 on steam. Highly recommended. After I post this here, I will search for the link on YouTube for you and pos...
- Thu Jun 30, 2016 12:48 am
- Forum: Implemented Suggestions
- Topic: Suggestion: Add a 'Close' button to Research screen
- Replies: 6
- Views: 1991
Suggestion: Add a 'Close' button to Research screen
Is there supposed to be a button to close the 'Research' screen? Every time I close the research screen, it exits the entire Game. I'm running 0.13.1 and have the problem with the Research button being hidden. So, it may be there is a 'Close' button for the research screen, and I cannot see it. If t...
- Thu Jun 30, 2016 12:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] "Research" button off if tech has flavour text
- Replies: 16
- Views: 6549
Re: [0.13.1] "Research" button off if tech has flavour text
Seeing this on 0.13.1 at a screen resolution of 1680x1050 on Automation. Please see screenshots.
It looks like the tech tree doesn't refer to the UI scale at all.
It looks like the tech tree doesn't refer to the UI scale at all.