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Author Topic: Factorio - Factory building game  (Read 267376 times)

Sting_Auer

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Re: Factorio - Factory building game
« Reply #375 on: November 08, 2014, 01:39:17 pm »

UPDATE 3: 2014-11-08 1035 AM

**I have been defeated**

http://i.imgur.com/I8KEynC.png

After loading one of the two remaining tanks with tons of fuel, ammo, and some base-starting supplies, I decided to strike out and see if I could find a possibly more ideal location. This proved to be a failure, as I attempted to clear out a small nest on top of an enormous copper deposit next to an iron deposit. The big biters and spitters proved to be too much, and I was killed.

Since I am choosing to play with permadeath, I will be deleting this world and starting anew with similar world gen settings instead of loading from the latest save. Thanks for following this story, everyone!
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Thank you everyone for the help! I've since flooded the fortress I was working on and now have a new one going up.

Graknorke

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Re: Factorio - Factory building game
« Reply #376 on: November 08, 2014, 01:44:58 pm »

So many trees murdered ;_;
You're doing Cacame's work Sting.
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The Scout

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Re: Factorio - Factory building game
« Reply #377 on: November 08, 2014, 06:11:02 pm »

Can someone give me the minimum specs? A friend trying to run it seems to be unable to load it, and the specs don't seem to be anywhere.
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LoSboccacc

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Re: Factorio - Factory building game
« Reply #378 on: November 08, 2014, 06:33:16 pm »

there was lately a bump in required video memory, but I can't confirm nor I know the spec.

I found this on the forums:
6y old q6600 CPU, 6G ram and 560GTX. Everything at max and I'm yet to see any lag.


and it might have some issues with integrated video card, especially the intel ones.
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Shooer

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Re: Factorio - Factory building game
« Reply #379 on: November 08, 2014, 08:26:11 pm »

and it might have some issues with integrated video card, especially the intel ones.
What doesn't?
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n9103

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Re: Factorio - Factory building game
« Reply #380 on: November 08, 2014, 08:47:08 pm »

Halo would probably work well with any made in the last few years... or at least, I would hope so.
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The Scout

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Re: Factorio - Factory building game
« Reply #381 on: November 08, 2014, 09:15:40 pm »

Does it allow only one person per IP? Having multiple people with the same IP just leads to the game desyncing as they take turns connecting and disconnecting.
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LordSlowpoke

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Re: Factorio - Factory building game
« Reply #382 on: November 08, 2014, 11:43:24 pm »

yeah you're going to need to have them and your server on hamachi for anything to happen with that

factorio netcode is a thing

it'll get improved soon though
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Sting_Auer

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Re: Factorio - Factory building game
« Reply #383 on: November 13, 2014, 04:41:21 pm »

Version 0.11.2 now out!

http://www.factorioforums.com/forum/viewtopic.php?f=3&t=6661

Lots of bugfixes and a few changes:

So the first proper bugfix release for 0.11 is here.

Please note, that we didn't fix all the reported bugs, but we just tried to solve the most game braking ones.
The mac update package is not available until tomorrow.

    Features:
        Mods that don't affect game state are not needed to be synchronised when playing multiplayer game or replaying game. This mainly solves the problem of multiplayer games where some of the people had scenario pack mod and some hadn't.
    Graphics
        New graphics of construction and logistic robots.
    Bugfixes
        Reenabled the windows xp support.
        Fixed various buildability collisions problems.
        Fixed crashes when using walls in blueprints.
        Fixed crash when previewing gates on rails in blueprint.
        Fixed problems when rotating blueprint with walls or rotating already built wall.
        Fixed that the new hope campaign wasn't working.
        Fixed that the "can't build sound" of all players was always played to the first player.
        Fixed that the capsule range visualisation was drawn for all players.
        Fixed the wrong localisation of No path message of train.
        Fixed the script error when finishing FirstSteps/New hope campaigns.
        Fixed crashes when someone uses nmap on a computer running MP game.
        Fixed multiplayer 3 player "recurring dropping" problem (viewtopic.php?t=6414).
        Shift + space pause is switched off when typing in console.
        Shift + space pause is switched off in the multiplayer.
        Fix that childrennames-method only returns a single name instead of all
        Starting equipment in freeplay is given to all the new players.
        Fixed that the Allows+Requires+Cost was not wrapped as the effects list in the technology preview window.
        Fixed that single item got stuck in underground belt until second item entered it.
        Save settings when game automatically sets bitmap-caching because of VRAM shortage.
        (viewtopic.php?f=7&t=6467)
        Fixed crash when crafting weapon / ammo in the vehicle (viewtopic.php?f=7&t=6296).
        Fixed that modules couldn't be used in electric furnace (viewtopic.php?f=7&t=6337).
        Fixed crashes in multiplayer freeplay after building rocket defense.
        Fixed train movement problems - both desync and the "Ok, so we didn't make the train movement right" errors.
        Fixed that ghosts of turrets were not removed when turret was built over.
        Attempted to fix the "receiveMovementImpulse ended up with unreasonable position" car and tank error.
        Unified the Floating point model on all windows distributions. That might solve the 32bit/64bit desync issues.
        Fixed bug with double-clicking in assembler gui during autosaving (viewtopic.php?f=7&t=6515).
        Fixed bug with burner inserter grabbing coal even when setup with full stack (viewtopic.php?t=5856).
        Fixed that the command /c game.regeneratetiles could crash easily, because it didn't take the parallel map generation into account.
        Fixed train description speed units and locale.
    Changes
        In multiplayer game anyone can unpause the game (not just the one who paused it).
        Walls and gates are fast replacable.
        In Multiplayer, research progress gui (in the top right) blinks once research has completed.
        There is no technology window popup anymore. This is optional behavior in single player as well.
        Fixed bug that SP game wouldn't have commands allowed after loaded from MP game.
        MapEditor doesn't allow to place and edit character anymore. Instead a spawn point (red flag) can be put on map.
    Scripting
        Fixed that the onrobotbuiltentity was not working at all.
        Fixed that events giving player index were crashing in the sandbox mode.
        (onpickedupitem, onbuiltentity, onplayermineditem, onpreplayermineditem, onplayercreateditem, onplayerrotatedetity)
        Fixed crashes when modifying style of gui of player that has no view (always in multiplayer).
        LuaPlayer::name (read) now contains the player name.
        Replaced removeofflineplayer with removeofflineplayers. It takes a lua table of player indexed to remove. If no arguments are provided it removes all the players.


Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
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Thank you everyone for the help! I've since flooded the fortress I was working on and now have a new one going up.

LoSboccacc

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Re: Factorio - Factory building game
« Reply #384 on: November 18, 2014, 02:38:36 am »

had a multiplayer game with my brother. when a factory is grown by two players, it is hard to have a long term plan. the resulting layout is...

original.

Spoiler (click to show/hide)
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Chiefwaffles

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Re: Factorio - Factory building game
« Reply #385 on: November 18, 2014, 02:51:09 am »

After coming back from dinner, I found that my factory shared with a friend had doubled in size and now had an extreme steam engine setup.

I mean, I'm not complaining, but I find that a steam engine power plant shouldn't really expand beyond the standard view range when in the center.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

LoSboccacc

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Re: Factorio - Factory building game
« Reply #386 on: November 18, 2014, 03:00:38 am »

But they are sooo cheap  :D :D

Also they don't pollute nor consume more than necessary

Three basic turrets will provide cover from any early threat.

There really is no reason to stop growing in this game, except maybe waiting for the tank tech to do some land grabbing and spawn clearing
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Flare

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Re: Factorio - Factory building game
« Reply #387 on: November 18, 2014, 05:36:17 am »

How do you guys deal with spitters that are out of range of your turrets? Do you use conveyors to bring them closer, if so is there a rough amount of spacing you use in general to keep spitters and bitters off of the conveyors but are far out enough to be effective?
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LoSboccacc

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Re: Factorio - Factory building game
« Reply #388 on: November 18, 2014, 06:06:04 am »

Haven't yet got that far. Do they out range laser turrets as well?

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Flare

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Re: Factorio - Factory building game
« Reply #389 on: November 18, 2014, 06:57:12 am »

I'm not sure, just wrapping up a no aggression game at the moment and found some of the spitters around. Haven't moved a laser turret near them to test, but they seem to shoot pretty darn far.
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