Search found 55 matches

by Splitframe
Fri Nov 18, 2016 7:42 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 45896

Re: Friday Facts #165 - Death by a thousand cuts

Auto sync of mods would also be a nice feature sometime in the future.
by Splitframe
Sat Nov 12, 2016 11:37 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 109139

Re: Friday Facts #164 - Nuclear power

>February
by Splitframe
Fri Oct 07, 2016 9:31 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 106471

Re: Friday Facts #159 - Research revolution

When I think of PVP in Factorio something like Tech-Wars from Warcraft 3 always comes to mind. In short: The structures you build spawn creatures in set intervals and they run to the enemy on their own. It would fit the slow pace of Factorio as it takes some time to "overpower" the enemy w...
by Splitframe
Tue Jul 05, 2016 9:12 pm
Forum: Releases
Topic: Version 0.13.5
Replies: 41
Views: 27387

Re: Version 0.13.5

Updated from 13.4 to 13.5, promt said to show you these logs.
I don't have problems though.
by Splitframe
Sat Mar 26, 2016 1:41 am
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 57500

Re: Friday Facts #131 - Roadmap shuffle

Before it drowns again: please make a little recap of the loader discussion. Maybe along the lines of which ideas you liked and which you didn't and for what reasons.
It doesn't need to be in a FFF a normal forum post would suffice too.
by Splitframe
Fri Mar 11, 2016 5:13 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 137140

Re: Friday Facts #129 - The late game

I'd love to see a little recap from the devs about the loader discussion. From the top of my head I remember suggestions for loaders to consume electricity, to split them into two separate chests, increase their size or handicap them in some other way. Just some of the more popular ideas listed with...
by Splitframe
Sat Mar 05, 2016 2:48 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 208332

Re: Friday Facts #128 - Back down to earth

I would suggest to not make the Loader a part of the Belt system, but split it into 2 kind of chests: The Sink Chest and the Dispenser Chest. They both have the volume of a steel chest but the sink chest can only accept items via belt and the dispenser chest can only dispense items onto a belt. Thes...
by Splitframe
Mon Dec 15, 2014 10:48 pm
Forum: Ideas and Suggestions
Topic: Multiplayer PvP suggestion.
Replies: 4
Views: 1358

Re: Multiplayer PvP suggestion.

That would be fine. Micromanaging should be in most cases kind of unefficient, though - else, it goes the RTS road and you don't have a chance against people who simply micro manage better and quicker (like, pulling back damaged units, attacking from two sides, etc.). I would like to set up such at...
by Splitframe
Thu Dec 11, 2014 1:46 pm
Forum: Ideas and Suggestions
Topic: Multiplayer PvP suggestion.
Replies: 4
Views: 1358

Multiplayer PvP suggestion.

Hi, I don't want to go into the specifics of the "how, if, when and should we" of the PvP Multiplayer in factorio, but should it happen I would like to suggest a possible unit mechanic. I happened to remember Starcraft ZoneControl recently and I thought it would fit nicely into the factori...
by Splitframe
Thu Nov 13, 2014 9:28 pm
Forum: Releases
Topic: Version 0.11.2
Replies: 31
Views: 45408

Re: Version 0.11.2

We loaded our normal 0.11.1 save and need a few dozen tries to connect,
sometimes the host factorio just crashes to desktop and if one manages to connect
we get a desync loop.

Oh and sometimes the host just gets random freezes without anyone connected or trying to connect.
by Splitframe
Thu Nov 13, 2014 2:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1][MP] Desync on Item Manipulation
Replies: 4
Views: 3543

Re: [0.11.1][MP] Desync on Item Manipulation

We were now able to play normally, everytime a desync happens we load the last autosave and try to locate the offending item that causes the desync. It can be any item in your main inventory that has a "damage bar". One time it was my used metal armor another time it was a damaged wall. I ...
by Splitframe
Tue Nov 11, 2014 12:27 am
Forum: Resolved Problems and Bugs
Topic: Possible desync bug with combat
Replies: 9
Views: 4887

Re: Possible desync bug with combat

Maybe it's because of the damaged armor item, a friend and I had a problem with damaged walls leading to desyncs this evening. See here
by Splitframe
Mon Nov 10, 2014 11:12 am
Forum: Resolved Problems and Bugs
Topic: [0.11.1][MP] Desync on Item Manipulation
Replies: 4
Views: 3543

[0.11.1][MP] Desync on Item Manipulation

Hi there, we are currently playing in MP mode with two persons over LAN and internet ( direct IP, not hamachi ). We are using these PCs to play: User 1: MAC OSX Yosemite with Intel Haswell CPU User 2: Windows 8.1 with AMD Vishera CPU Windows 8.1 with Intel Haswell CPU Both using the x64 build. First...
by Splitframe
Sun Nov 09, 2014 8:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1][kovarex] Belt Tunnel Bug with single items
Replies: 3
Views: 1192

Re: [0.11.1][kovarex] Belt Tunnel Bug with single items

Just tested it, the Belt type, orientation and placement are irrelevant for the bug.
by Splitframe
Sat Nov 08, 2014 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1][kovarex] Belt Tunnel Bug with single items
Replies: 3
Views: 1192

[0.11.1][kovarex] Belt Tunnel Bug with single items

Hi, when using Belt Tunnels there is a bug. When one item is on the belt and it goes through the tunnel it gets stuck and won't come out. However, if a second item goes into the tunnel both come out together. Experienced in: Mulitplayer with two players. Ways to replicate: see above. Greetings, Spli...

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