Search found 53 matches

by Astrella
Sun Jan 19, 2020 11:08 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143254

Re: [MOD 0.17] Industrial Revolution

Key difference being that Angel has a team in place to take over, no? AFAIK no one has stepped forward to maintain this mod after Deadlock steps down. I mean, it's more that Deadlock themselves hasn't given the okay for it. It's their intellectual property to modify, as long as they don't give an o...
by Astrella
Wed Jan 08, 2020 11:03 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143254

Re: [MOD 0.17] Industrial Revolution

Worst case scenario you can always get a seperate install of Factorio on a version that is stable with IR / revert your existing install to a previous version.
by Astrella
Mon Jan 06, 2020 8:32 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143254

Re: [MOD 0.17] Industrial Revolution

--------------------------------------------------------------------------------------------------- Version: 1.0.12 Date: 05. 01. 2020 Fixes: - Fixed charged high capacity battery "burnt result". --------------------------------------------------------------------------------------------------- All...
by Astrella
Sat Dec 07, 2019 12:27 am
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 16709

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Soooo, when do we get that update :twisted: I mean, 2.3 time faster (even if only part of the whole update) is not small ! On a side Note, there is one thing that I cannot fathom when factorio staff talk about multithreading: factorio already cut the whole map in chunks, why not making each chunk i...
by Astrella
Fri Sep 13, 2019 5:05 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 23846

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I just came here from Steam and tried hard to remember my login to tell the author what a good read this was. I once spent back at university 2,5h making a 'simple' recursive function work which ended with just 4 lines of code... :cry: Coding can be like that. Heck, I spent most of the day making a...
by Astrella
Sun Sep 08, 2019 8:54 am
Forum: Mods
Topic: [Mod 0.17+] Echo Combinator
Replies: 3
Views: 412

Re: [Mod 0.17+] Echo Combinator

Ooh, this looks interesting, shall give it a try.
by Astrella
Sat Sep 07, 2019 2:14 pm
Forum: Mods
Topic: [0.17+] Warptorio2
Replies: 11
Views: 2986

Re: [0.17+] Warptorio2

Quick question, does everything basically produce a ton more pollution or am I remembering vanilla wrong?
by Astrella
Tue Aug 27, 2019 4:47 pm
Forum: Mods
Topic: [0.17] Hexy's AngelBob Tweaks
Replies: 3
Views: 405

Re: [0.17] Hexy's AngelBob Tweaks

hexagonhexagon wrote:
Tue Aug 27, 2019 2:11 pm
No, that doesn't seem to be the case.
Ah, I figured it might be the case cause composing says any organic material, I admit I haven't messed around with the meat production part of Angels yet.
by Astrella
Tue Aug 27, 2019 1:39 pm
Forum: Mods
Topic: [0.17] Sam's Trains 0.1.7
Replies: 13
Views: 927

Re: [0.17] Sam's Trains 0.1.1

Oktokolo wrote:
Tue Aug 27, 2019 1:34 pm
Astrella wrote:
Tue Aug 27, 2019 9:23 am
You might wanna checkout the Logistic Train Network mod for that.
LTN always looked a bit scary - but i will try it.
I used this video to get started it might be helpful.
by Astrella
Tue Aug 27, 2019 9:27 am
Forum: Mods
Topic: [0.17] Hexy's AngelBob Tweaks
Replies: 3
Views: 405

Re: [0.17] Hexy's AngelBob Tweaks

Aren't the meats usable for composting?
by Astrella
Tue Aug 27, 2019 9:23 am
Forum: Mods
Topic: [0.17] Sam's Trains 0.1.7
Replies: 13
Views: 927

Re: [0.17] Sam's Trains 0.1.1

It would be great if i could set (multiple) resource demands on consumer stops by circuit network. Then it would enable me to have one single incomming resources train stop at my low-throughput factory clusters. That would be especially usefull for the mall - wich obviously needs almost every resou...
by Astrella
Sat Aug 24, 2019 2:34 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 248
Views: 55410

Re: [MOD 0.14] Alien Biomes

Is there a way to reduce the amount of shrubs and other filler the mod spawns? This is just my personal opinion but I prefer the bit less asset-laden look of core Factorio but do like the extra biomes so I was wondering if there was a setting. https://steamuserimages-a.akamaihd.net/ugc/7976217464778...
by Astrella
Fri Aug 23, 2019 7:03 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 31880

Re: Friday Facts #309 - Controversial opinions

Some of these would be neat to explore in mods, but I'm not sure how easily all of it would be implemented.
by Astrella
Thu Aug 22, 2019 1:29 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143254

Re: [MOD 0.17+] Industrial Revolution (WIP)

Oh wow; those are some amazing looking graphical assets.
by Astrella
Sun Aug 18, 2019 11:53 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3620
Views: 635799

Re: Development and Discussion

Might just wanna run RSO (Resource Spawn Overhaul) with it to be sure. Though the annoying thing about that one that I'm experiencing right now is that all my ore patches only have like a couple of hundred per square, so I need to replace miners constantly.
by Astrella
Wed Aug 14, 2019 6:23 pm
Forum: Bob's mods
Topic: [0.18.x] Boblocale: Non-english localizations
Replies: 113
Views: 45077

Re: [0.17.x] Boblocale: Non-english localizations

Cool! Thank you! Btw. I made you proofreader too :) Thank you! I've actually had to refresh my grammer for it; contraction rules for words in Dutch are really arcane. :P Edit; Dutch translation is at 100% now. I'm still planning to go over it all again and make things more consistent and fix up err...
by Astrella
Tue Aug 13, 2019 9:36 pm
Forum: Bob's mods
Topic: [0.18.x] Boblocale: Non-english localizations
Replies: 113
Views: 45077

Re: [0.17.x] Boblocale: Non-english localizations

Got started on the Dutch version. :)
by Astrella
Tue Aug 13, 2019 11:00 am
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 14652

Re: Friday Facts #307 - 0.17 stable candidate

[Moderated by Koub] As explained here, off topic.
by Astrella
Tue Aug 13, 2019 7:55 am
Forum: Angels Mods
Topic: two different fertilizer with bob's greenhouse + angel's bio processing
Replies: 5
Views: 1117

Re: two different fertilizer with bob's greenhouse + angel's bio processing

Some day I will figure out what the expected path to automating wood production is without bob's greenhouse mod. I refuse to harvest thousands of wood by hand. I tried to figure out some of the processes with Angel's Bio Processing this time around and got lost a dozen recipes deep. Depends on whet...
by Astrella
Fri Aug 09, 2019 4:27 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 14652

Re: Friday Facts #307 - 0.17 stable candidate

I find it strange that you only count "unhandled bug reports". What about "minor issues", of which there are almost 400? I know you guys want to "be done with it already", but you already "admitted" that these were indeed issues. So unless "minor issues" is another way of saying "won't fix", it wou...

Go to advanced search