What is the reason behind that? I mean, in the end I don't mind. But it was such an effort in creating the new sounds. (And I somehow liked them in the end)FactorioBot wrote: ↑Fri Aug 14, 2020 9:05 am [*]Reverted mining drill sound to the 0.17 version with high pitched part removed.
[*]Reverted inserter, furnace and assembling machine sounds to the 0.17 version.
Version 1.0.0
Re: Version 1.0.0
Cool suggestion: Eatable MOUSE-pointers.
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I still like small signatures...
Have you used the Advanced Search today?
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I still like small signatures...
Re: Version 1.0.0
Congradulations. Played since 0.10, it's been a fun ride.
Re: Version 1.0.0
This thread might help you get the story behind the revert.ssilk wrote: ↑Fri Aug 14, 2020 9:58 pmWhat is the reason behind that? I mean, in the end I don't mind. But it was such an effort in creating the new sounds. (And I somehow liked them in the end)FactorioBot wrote: ↑Fri Aug 14, 2020 9:05 am [*]Reverted mining drill sound to the 0.17 version with high pitched part removed.
[*]Reverted inserter, furnace and assembling machine sounds to the 0.17 version.
Koub - Please consider English is not my native language.
Re: Version 1.0.0
wohoo spidertron a requested feature for a very long time, and oh boy is it expensive, i some what expected it to use fuel, but with 2 fusion cores in it's recipe yeah i guess it can move on it's own power.
recommendations:
- if a nuke is loaded into it's launcher, it should not auto fire it with in range of any same force objects that are in it's blast radius.
- request that it not just have launchers, perhaps 2 guns, 1 cannon, 1 launcher, or allow the configuration to be able to be set by the player.
congrats again on 1.0 and enjoy your vacation. when you work on your next project the implementation of a blog such as the FFF is a very good idea, if you plan to continue to develop factorio and return to releasing a regularly scheduled blog, i am sure it will be well received.
recommendations:
- if a nuke is loaded into it's launcher, it should not auto fire it with in range of any same force objects that are in it's blast radius.
- request that it not just have launchers, perhaps 2 guns, 1 cannon, 1 launcher, or allow the configuration to be able to be set by the player.
congrats again on 1.0 and enjoy your vacation. when you work on your next project the implementation of a blog such as the FFF is a very good idea, if you plan to continue to develop factorio and return to releasing a regularly scheduled blog, i am sure it will be well received.
- NotRexButCaesar
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Re: Version 1.0.0
Why two guns but only one launcher? What about the railgun, shotgun, or flamethrower?Philip017 wrote: ↑Fri Aug 14, 2020 10:06 pm wohoo spidertron a requested feature for a very long time, and oh boy is it expensive, i some what expected it to use fuel, but with 2 fusion cores in it's recipe yeah i guess it can move on it's own power.
recommendations:
- if a nuke is loaded into it's launcher, it should not auto fire it with in range of any same force objects that are in it's blast radius.
- request that it not just have launchers, perhaps 2 guns, 1 cannon, 1 launcher, or allow the configuration to be able to be set by the player.
congrats again on 1.0 and enjoy your vacation. when you work on your next project the implementation of a blog such as the FFF is a very good idea, if you plan to continue to develop factorio and return to releasing a regularly scheduled blog, i am sure it will be well received.
Ⅲ—Crevez, chiens, si vous n'étes pas contents!
- Darthlawsuit
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Re: Version 1.0.0
Congrats on 1.0! This game has become absolutely amazing since the pre-alpha version! It's probably one of the most stable games I have ever seen and it devours my life when I play it
Keep on making quality games and putting that extra effort into them!
Keep on making quality games and putting that extra effort into them!
Re: Version 1.0.0
Congratulations and many thanks for your great work.
Re: Version 1.0.0
Unfortunately, I forgot to take a backup before patching and the update has some 25+ mods I was using. So no, not all mods automatically transfer from 0.18
Re: Version 1.0.0
What do you mean with "transfer"?acidcrash wrote: ↑Sat Aug 15, 2020 8:01 amUnfortunately, I forgot to take a backup before patching and the update has some 25+ mods I was using. So no, not all mods automatically transfer from 0.18
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
- KunibertSegensreich
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Re: Version 1.0.0
Congratulations!
Re: Version 1.0.0
Congratulations.
Just FYI: The mac download still has alpha in the filename.
Just FYI: The mac download still has alpha in the filename.
Re: Version 1.0.0
Koub - Please consider English is not my native language.
Re: Version 1.0.0
Okay some suggestions:
As said before Wube logo stand out too much on loading screen, and spidertron needs some tuning, four rocket launchers is cool and all, but would like to see ability to change weapons on it (Guns, flamethrower?) would like to see remote way to replenish it's inventory, I like the idea of logistics network (request/trash), and thanks for all your hard work!
As said before Wube logo stand out too much on loading screen, and spidertron needs some tuning, four rocket launchers is cool and all, but would like to see ability to change weapons on it (Guns, flamethrower?) would like to see remote way to replenish it's inventory, I like the idea of logistics network (request/trash), and thanks for all your hard work!
Re: Version 1.0.0
https://mods.factorio.com/mod/Equipment ... sticModule
Trashes non-filtered, requests filtered slots. If you insert the module in the grid.
You can't copy filters from one spider to another or anything like that though. And you can't blueprint them. And you need to insert modules manually.
But you can control an army of them with https://mods.factorio.com/mod/Spider_Control
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: Version 1.0.0
Thanks, but I don't use mods.Qon wrote: ↑Sat Aug 15, 2020 7:43 pmhttps://mods.factorio.com/mod/Equipment ... sticModule
Trashes non-filtered, requests filtered slots. If you insert the module in the grid.
You can't copy filters from one spider to another or anything like that though. And you can't blueprint them. And you need to insert modules manually.
But you can control an army of them with https://mods.factorio.com/mod/Spider_Control
-
- Burner Inserter
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Re: Version 1.0.0
It's so damn beautiful, I'm gunna cry!
Re: Version 1.0.0
sorry I'll rephrase, not all mods will work out of the box post-patch that were 0.18 compatible (not copy & pasting or anything)Qon wrote: ↑Sat Aug 15, 2020 8:18 amWhat do you mean with "transfer"?acidcrash wrote: ↑Sat Aug 15, 2020 8:01 amUnfortunately, I forgot to take a backup before patching and the update has some 25+ mods I was using. So no, not all mods automatically transfer from 0.18
- brunzenstein
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- brunzenstein
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