Search found 22 matches

by Usernm
Tue Oct 08, 2019 10:10 am
Forum: Not a bug
Topic: Alerts overlap armor UI on 720p with 100% scaling
Replies: 3
Views: 1202

Re: Alerts overlap armor UI on 720p with 100% scaling

But you see overlap on screen.

I can remove few buttons and see armor, but in default situation I not see it.

Image
by Usernm
Tue Oct 08, 2019 7:41 am
Forum: Not a bug
Topic: Alerts overlap armor UI on 720p with 100% scaling
Replies: 3
Views: 1202

Alerts overlap armor UI on 720p with 100% scaling

I play factorio in 1280 pixels wide window, and use 100% interface scale. Everything is ok except bottom right corner. I can't open my armor when have any notifications. And never see battery charge, because it's under belt widget. https://i.imgur.com/4v92UMw.jpg Can we have slider in options to mov...
by Usernm
Fri Feb 02, 2018 4:04 am
Forum: Won't fix.
Topic: Some inserters not unload cargo wagon [16.21]
Replies: 2
Views: 1909

Some inserters not unload cargo wagon [16.21]

I don't know why, but it should work. I change inserters and it start work for current train, but when next train come, all broke again.
Image
Image
Savegame:
https://drive.google.com/file/d/1KgOi1l ... sp=sharing
by Usernm
Sat Nov 04, 2017 3:43 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 303722

Re: [MOD 0.15+] Xander Mod v1.3.1

About 1 MW electric furnace - it's exactly same, compare to blast furnace 2 Mw. Your boiler have 50% efficiency and convert 3.6 MW from coal to 1.8 MW in steam, and steam turbines have 100% efficiency, then you get 1.8 MW electricity. Any coal furnace have 100% efficiency, so 2 MW on blast furnace =...
by Usernm
Sat May 06, 2017 1:31 pm
Forum: Ideas and Suggestions
Topic: [0.15.x] Barrels not save temperature
Replies: 6
Views: 2427

[0.15.x] Barrels not save temperature

I pack some steam from nuclear reactor in barrel via fill water assembler recipe, and then unpack it back and get water with 15 C.
by Usernm
Fri May 05, 2017 7:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] [kovarex] Bug with rail signal
Replies: 10
Views: 5303

Re: [0.15.6] Bug with rail signal

You can't attach signals in some spots manual, but can do it with blueprints and it's valid spots by game mechanics. Problem is why you can build something by blueprint and it not works right without additional actions by player.
by Usernm
Mon Feb 27, 2017 1:15 pm
Forum: Ideas and Suggestions
Topic: Energy GUI improvements
Replies: 0
Views: 698

Energy GUI improvements

I try to think how make Electric network info more readable-useful. Now we have this: http://i.imgur.com/expe7Ua.png Classic solar-accumulator system with more than enough solar panels. When accumulators all charged we see energy usage about 10% of maximum, because production meter contains all accu...
by Usernm
Mon Dec 12, 2016 6:47 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 76140

Re: Friday Facts #168 - Nightvision Nightmare

Green nightvision is awful in any variant.
No dark at night - it's good. One of the mods do it.
Gray nightvision + color arond light - good. Red enemies - great.
by Usernm
Wed Nov 02, 2016 12:22 am
Forum: Mods
Topic: [MOD 0.14] Tree Challenge
Replies: 10
Views: 5650

Re: [MOD 0.14] Tree Challenge

One of the oil spot blocked by tree.

Image
by Usernm
Tue Oct 18, 2016 9:57 am
Forum: Ideas and Requests For Mods
Topic: [Request] Hard Storage
Replies: 3
Views: 1803

Re: [Request] Hard Storage

For storages we have this: https://mods.factorio.com/mods/Versepelles/VersepellesHardStorage Exoskeleton split in 2 parts in this mod: https://mods.factorio.com/mods/Ranakastrasz/Modular-Armor First give only 5% move speed, second give 30%, but craft harder. This mod add tier 0 trains with very smal...
by Usernm
Tue Oct 18, 2016 9:47 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 69782

Re: [0.13][0.14] Building Platform v1.0.2

Neemys wrote: I don't know a way to detect a config change midgame to automatically activate the recipe.
I think migration script can check, if concrete already researched, then add recipe.

I find porblems with recipe before we actually research it in our game, but thank you for unlocking recipe mod anyway.
by Usernm
Tue Oct 18, 2016 9:28 am
Forum: Mods
Topic: [MOD 0.14.x] SJT-DirtyOre
Replies: 16
Views: 9320

Re: [MOD 0.14.x] SJT-DirtyOre

Image

Oil patch shouldn't depleted, but your mod try to replace it with dirty wariant and everything fails.
by Usernm
Mon Oct 17, 2016 6:34 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 69782

Re: [0.13][0.14] Building Platform v1.0.2

Image - texture look nice.
by Usernm
Mon Oct 17, 2016 6:23 pm
Forum: Mods
Topic: [MOD 0.14] Tree Challenge
Replies: 10
Views: 5650

Re: [MOD 0.14] Tree Challenge

Works great. Thank you very much. Now we can continue our survival without restart map.
by Usernm
Mon Oct 17, 2016 2:00 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 69782

Re: [0.13][0.14] Building Platform v1.0.2

I fix building platform recipe, and try to build it on my save, where concrete already researched. Building platform not added to crafts. If i start new game and research it, everything works properly.
by Usernm
Mon Oct 17, 2016 1:24 pm
Forum: Mods
Topic: [MOD 0.14] Tree Challenge
Replies: 10
Views: 5650

Re: [MOD 0.14] Tree Challenge

Thank you for this mod. But can you add command, or config, or maybe migration script, to clean platforms on saved maps?
by Usernm
Sat Oct 15, 2016 10:05 pm
Forum: Mods
Topic: [MOD 0.14] Tree Challenge
Replies: 10
Views: 5650

Re: [MOD 0.14] Tree Challenge

Great mod, but can you make config option to make trees possible to remove, but very expensive? Of course it should disabled by default. In https://mods.factorio.com/mods/Neemys/building-platform mod we can change config and use very expensive recipe to add some tiles, but it's not common operation....
by Usernm
Sat Oct 15, 2016 9:58 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 69782

Re: [0.13][0.14] Building Platform v1.0.1

I can build anyting on floor from mods: https://mods.factorio.com/mods/Tone/More_Floors https://mods.factorio.com/mods/Versepelles/VersepellesChunkMarkers I think any modded floors affected. By the way - vanilla stone brics floor can be used too. And I can remove other mods, but i can't fix vanilla ...
by Usernm
Fri Oct 07, 2016 10:34 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Low-tech solar boiler
Replies: 3
Views: 1444

Re: [Request] Low-tech solar boiler

Interesting idea, but broke vanilla factorio feel. We don't have any tech in vanilla related to biology or something.
by Usernm
Fri Oct 07, 2016 1:44 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Low-tech solar boiler
Replies: 3
Views: 1444

[Request] Low-tech solar boiler

Idea is using sun to heat water. It should be something like default boiler, but without fuel consumption. It should respect day\night cycle. It should be less powerful than regular boiler, something like 45-60kW (default boiler - 180kw), maybe less. Ideally it should heat water to 60-70 degrees onl...

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