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MrYenko posted:Is there a reason they didn't just do Steam Workshop, and instead, looked at the abomination that was the KSP mod portal, and said "HELL YES LETS DO THAT?" Because they also sell the game to non-steam users, and need to allow them access to mods too? That's what they stated anyway.
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# ? Jul 2, 2016 21:21 |
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# ? Jun 11, 2024 19:16 |
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MrYenko posted:Is there a reason they didn't just do Steam Workshop, and instead, looked at the abomination that was the KSP mod portal, and said "HELL YES LETS DO THAT?" Apparently they wanted to use their own and tie it in with the MP server finding plus their authentication theme. They also didn't want to use Steam only due to non steam customers (like the KSP argument). Maybe they'll change to workshop some time but I doubt it given the MP/mod integration they're doing. I went to finish the locomotive achievement today and missed by 1 minute. I had a lovely base going but wasted too much time laying things out and getting it all automatic. So I reloaded the save from last night at 27 minutes and finished at 57 minutes - save a lot of time if you don't care what it looks like and live out of boxes. Point to note if you try it yourself: you have to put the loco onto rails for it to acknowledge the achievement. Slap down 5 or 6 rails and plonk your loco on it.
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# ? Jul 2, 2016 21:36 |
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They also refuse to go on sale so a walled garden mod portal is pitch perfect for business development plans circa 2009.
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# ? Jul 2, 2016 21:49 |
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zedprime posted:They also refuse to go on sale so a walled garden mod portal is pitch perfect for business development plans circa 2009. I do wonder if it's a bit of business misstep. Then again, they were pretty successful for years with apparently zero marketing, so who knows!
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# ? Jul 2, 2016 22:12 |
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I think another big reason is if a workshop author pulls a mod, it gets auto removed from your files at next sync. This could royally gently caress your savegame.
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# ? Jul 2, 2016 23:12 |
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I don't think they're very business savvy. They've stuck to their $20.00 price point instead of going with $19.99. They don't do sales, they whine about government grants for game development. If everyone operated the same way as them, they might be okay, but when people are using all the cool marketing/business tricks, they've really got to step up their game.
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# ? Jul 2, 2016 23:18 |
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Dr. Arbitrary posted:I don't think they're very business savvy. They've stuck to their $20.00 price point instead of going with $19.99. They don't do sales, they whine about government grants for game development. To be fair, the game isn't finished yet. I wouldn't be surprised if they go more in on marketing once they get closer to 1.0
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# ? Jul 2, 2016 23:35 |
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Dr. Arbitrary posted:I don't think they're very business savvy. They've stuck to their $20.00 price point instead of going with $19.99. They don't do sales, they whine about government grants for game development. I'd say for a couple guys who've done zero marketing. Making several million dollars is pretty good.
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# ? Jul 2, 2016 23:53 |
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Also the idea that you can buy early and be sure to get the lowest price might be valuable for developers looking to do future early access funded games. If you can look at Factorio and like the idea of their new game, you might be more likely to buy early access if you didn't feel like you had to wait for a better deal.
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# ? Jul 3, 2016 00:12 |
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ModeSix posted:I'd say for a couple guys who've done zero marketing. Making several million dollars is pretty good. Its like you can launch a rocket by going full logistics network once its unlocked, but its super weird compared to belt based factories.
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# ? Jul 3, 2016 00:36 |
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Holy poo poo, the underground belts are painted to indicate the direction they move materials. How did I just notice that?!
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# ? Jul 3, 2016 00:37 |
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They should have a 0.5% discount next steam sale so the game is $19.99
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# ? Jul 3, 2016 00:49 |
The factorio server is a bear to setup. I did finally get it running well. Admittedly, 30 minutes of the ~2 hours getting it working were trying to figure out why my port forwarding didn't work on my new router. Turns out I forwarded the port, but didn't actually open it in the firewall. About an hour of that time was figuring out that it just doesn't like a client connecting to the localhost, which I assume is something with the way they setup their UDP sockets. I moved the server to my wife's computer and it's fine. Lastly, the user verification is lame when playing via steam (where you likely didn't ever create a factorio.com account) doesn't count as verified, but luckily I figured out how to turn that off. It was kind of silly to tell my friends who bought the game on steam that they now need to go create an account and link it to steam.
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# ? Jul 3, 2016 04:03 |
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Copy and pasted from the steam forums:quote:Changes for .13.3 I love the quick patches. This is one every few days at this rate. DelphiAegis fucked around with this message at 04:23 on Jul 3, 2016 |
# ? Jul 3, 2016 04:14 |
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Is there a way to move the guns/armor/ammo box to the bottom-left? Since the new patch added buttons above the minimap it's made it impossible to see stats on some buildings since they go behind the guns box.
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# ? Jul 3, 2016 04:19 |
DelphiAegis posted:Copy and pasted from the steam forums: Is that .13.3 or is there a .13.4?
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# ? Jul 3, 2016 04:21 |
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Mr. Powers posted:Is that .13.3 or is there a .13.4? Yes, sorry. Edited.
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# ? Jul 3, 2016 04:23 |
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Lynx Winters posted:Is there a way to move the guns/armor/ammo box to the bottom-left? Since the new patch added buttons above the minimap it's made it impossible to see stats on some buildings since they go behind the guns box. you can set the size of the GUI, I have mine set to 90% and everything is still fine
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# ? Jul 3, 2016 04:27 |
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Stanley Goodspeed posted:GotLag I really miss your near / side inserters mod, just so you know. Updated! https://mods.factorio.com/mods/GotLag/Side%20Inserters No more custom entities, items, or recipe spam in the crafting menu, just place any regular inserter and use SHIFT+R to change where it picks up from! https://zippy.gfycat.com/ElatedWaryHarpyeagle.webm Haven't done the near version yet. GotLag fucked around with this message at 12:17 on Jul 3, 2016 |
# ? Jul 3, 2016 04:44 |
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GotLag posted:Updated!
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# ? Jul 3, 2016 04:58 |
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# ? Jul 3, 2016 05:40 |
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Updated, now also has a key to toggle near/far drop location, i.e. which lane of the belt it inserts to. https://mods.factorio.com/mods/GotLag/Side%20Inserters
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# ? Jul 3, 2016 06:17 |
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Thank you so much, really love this mod and all the ridiculous load-balancing belt spaghetti is saves.
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# ? Jul 3, 2016 07:55 |
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Now let us have the option to have the inserter pick up from the near side of a belt and place on the far side, or vice versa. Only mostly kidding, but seriously, that mod is amazing. Orrrr, have the inserter be a crazy conglomeration of a near and far inserter, and pick up from a close belt and place on a far one, on the same side. That could have all sorts of uses... Now I'm imagining some sort of construct that hovers over two belts and transfers part of the contents off onto two sides of a third belt at inserter speed. A triple wide inserter splitter, if you will, except it just takes from belt 1 and 2 and puts them on each side of belt 3 while letting belts 1 and 2 continue on. Ambaire fucked around with this message at 08:45 on Jul 3, 2016 |
# ? Jul 3, 2016 08:40 |
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https://www.youtube.com/watch?v=Chp2nOOdkIQ
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# ? Jul 3, 2016 09:18 |
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Ambaire posted:Now let us have the option to have the inserter pick up from the near side of a belt and place on the far side, or vice versa. Fake edit: on second thought it may be possible now, with the behaviour of stack inserters. I'll try to remember to play around with it later.
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# ? Jul 3, 2016 10:59 |
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What about a part two tiles long that sits inline with a belt and swaps the left and right sides of the belt? Like an underground belt entrance and exit where belted items exit on the opposite side of the belt.
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# ? Jul 3, 2016 11:36 |
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New sample video showing both functions: https://zippy.gfycat.com/WarpedPeriodicAmurratsnake.webm
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# ? Jul 3, 2016 12:07 |
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Does the shorter animation translate to side inserters having higher throughput?
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# ? Jul 3, 2016 13:28 |
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Yes, but the way that stack bonuses now also apply to belts means the effect is not as pronounced as it was in 0.12, so I don't feel like it's necessary to slow rotation speed. I should also mention that copying and pasting settings includes pickup and insert positions, and blueprints also save these settings.
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# ? Jul 3, 2016 14:57 |
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GotLag posted:Updated, now also has a key to toggle near/far drop location, i.e. which lane of the belt it inserts to. This is the best thing.
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# ? Jul 3, 2016 15:24 |
GotLag posted:Updated, now also has a key to toggle near/far drop location, i.e. which lane of the belt it inserts to. This is the mod I never knew I needed. This could simplify so much!
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# ? Jul 3, 2016 15:58 |
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Mr. Powers posted:Is that .13.3 or is there a .13.4? Not even a day later, 0.13.4 has been released: Factorio 0.13.4 posted:Changes
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# ? Jul 3, 2016 16:16 |
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update posted:LuaEntity::built_by can be used with ghosts if the inner ghost supports built_by. (27769) my inner ghost is very powerful and supports many things
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# ? Jul 3, 2016 16:24 |
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quote:
quote:
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# ? Jul 3, 2016 16:54 |
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GotLag posted:Updated, now also has a key to toggle near/far drop location, i.e. which lane of the belt it inserts to. Getting 'No loader found for "custom-input"' when I try to start with this mod in my mod directory. Even if it is the only mod.
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# ? Jul 3, 2016 17:10 |
Is there some trick to placing Electric Switches or am I getting some interference from a mod? I can't place them at all.
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# ? Jul 3, 2016 18:09 |
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Just played through the demo of this and really like it. Are my 20 bucks still well-spent on steam, or should I grab it off some other platform for mod-compatibility and whatnot?
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# ? Jul 3, 2016 20:14 |
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Duzzy Funlop posted:Just played through the demo of this and really like it. Are my 20 bucks still well-spent on steam, or should I grab it off some other platform for mod-compatibility and whatnot? It doesn't matter where you buy it from except how much money they "lose" on the sale. If you buy it direct from them, they get the full amount, and they *should* give you a Steam key if you want it. I think. If you buy it from steam they lose the 30% steam fee.
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# ? Jul 3, 2016 20:31 |
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# ? Jun 11, 2024 19:16 |
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ModeSix posted:It doesn't matter where you buy it from except how much money they "lose" on the sale. I'm pretty sure when you link your steam account to your Factorio.com account, you'll get a steam key if you buy the game through them.
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# ? Jul 3, 2016 20:43 |