Search found 38 matches

by Marc90
Tue Jun 15, 2021 8:45 pm
Forum: Gameplay Help
Topic: Armour & Gun quickbar location question
Replies: 33
Views: 3580

Re: Armour & Gun quickbar location question

Keep in mind that the info panel on the right side can get quite long even in vanilla (usually even more of an issue with mods). If you hover over a logistic chest with several different items inside, the info about what is stored in the network will overflow even on your screen. So it doesn't actu...
by Marc90
Sun May 07, 2017 12:41 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 52822

Re: [MOD 0.14.x] Bottleneck

The problem is when you add bottleneck to an existing save. Bottleneck doesn't know then if detailed view is on or off.
by Marc90
Mon May 01, 2017 5:41 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92151

Re: [MOD 0.15.x] Modular Armor Revamp

As far as I know it should be removed from the game.
by Marc90
Sat Apr 29, 2017 12:15 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 160711

Re: Uranium Power

So that means the reactor setup in my .14 save will not work in .15 without any changes?
by Marc90
Thu Apr 27, 2017 4:00 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 78856

Re: [0.14] Reactors & Atomic Locomotives

Please update the mod to 0.15. I really like how it's done and my base heavily relies on the mod. I can't update to 0.15 without this mod or I would have to restart from scratch. (using only laser turrets as defense I'm lost without electricity) I had some steam-engines for backup power, but those a...
by Marc90
Thu Apr 27, 2017 3:41 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92151

Re: [MOD 0.15.x] Modular Armor Revamp

Thank you for the quick update!

There's a mistake in prototypes/recipe.lua in line 245: "Processing-unit" needs to be lower case.
by Marc90
Tue Apr 25, 2017 6:14 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 52822

Re: [MOD 0.14.x] Bottleneck

I get a different error:
The given sprite rectangle (left_top=0x0, right_bottom=32x32) is outside the actual sprite size (left_top=0x0, right_bottom=16x16).
Sprite name: __Bottleneck__/graphics/green.png.

Edit: Nevermind. I was using an old version of bottleneck.
by Marc90
Mon Apr 10, 2017 1:48 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 33342

Re: Friday Facts #185 - Progress report

hitzu wrote:For those who are sceptical this is how modern night vision looks like

https://youtu.be/8bTgG2Ft4xQ
You sure that x27 is real? Because I'm not...
by Marc90
Thu Jan 12, 2017 4:50 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 52822

Re: [MOD 0.14.x] Bottleneck

Where is the optimization in the last update? I'm getting less UPS and it messes up the map view (I'm getting half the FPS when viewing the map) and suddenly there are all those vehicle-arrows everywhere which is ugly in my opinion.
by Marc90
Fri Oct 28, 2016 5:37 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 38122

Re: Friday Facts #162 - Theme Art Again

They still represent an obstacle that has to be accounted for. You have to defend against their attacks, which forces you to account for base defenses, as well decide whether you want to take a low pollution strategy. You also have to take over new territory for resources - territory that they migh...
by Marc90
Fri Oct 28, 2016 5:27 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 38122

Re: Friday Facts #162 - Theme Art Again

Remove alien artifacts? Why not just remove the biters completely?
They are useless if you don't need them to finish the game because you need the artifacts for science and other things.

EDIT: Oh you don't need them for science any more. But I don't like that decision either.
by Marc90
Sun Oct 16, 2016 5:00 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 120866

Re: Support - Uranium Power

I don't know what the problem is with the reactor chest. It is a known issue and the solution is as simple as just don't put anything else in there; what other than the fuel rods do you want in there anyway? I totally understand that fuel not decaying is a major problem in a hard mode scenario and I...
by Marc90
Thu Oct 13, 2016 9:35 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 256167

Re: [MOD 0.14.x] WaiTex 1.2.0: A HD Texture Pack

To be understood with all respect and appreciation for your great work. Or maybe sb can tell me how to get it work with the 0.15 steam version. :-) Where did you get the 0.15 version? That version isn't even out yet. Besides that, 0.15 factorio is supposed to have high res textures (not all parts o...
by Marc90
Mon Oct 10, 2016 8:38 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 120866

Re: Uranium Power

Using UP 0.6.5 on Factorio 0.13.20 on an MP server with many forces. One of our users is able to crash the whole game every time he places something that isn't fuel into the reactor. He initially did it by accidentally putting pellets in instead of the proper fuel. He tried adding coal, and it cras...
by Marc90
Fri Oct 07, 2016 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.13] crash when deconstructing rail
Replies: 2
Views: 1440

[0.14.13] crash when deconstructing rail

When I try to deconstruct (manually or by robots) the curved rail right next to where I'm standing the game always crashes to desktop. It doesn't crash when I disable the constant combinator which closes the signal or when the cargo wagon is removed from the rail tracks. screenshot: http://imgur.com...
by Marc90
Tue Sep 20, 2016 6:34 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 35133

Re: [MOD 0.14] Filtered Deconstruction Planner 0.4.8

I can't update my save until all mods are updated (well I can but I don't want to). Yeah, I usually don't use that button, but in that particular case it would have been very handy, if it had worked correctly. But I tested it on a test save in the new version and point 2 is still there when using th...
by Marc90
Sat Sep 17, 2016 12:29 am
Forum: Mods
Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
Replies: 120
Views: 29107

Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause

Wow, I can actually use handy hands again thanks to the performance improvements!

Is the new version still compatible with 0.13? I just changed the version number in info.json and until now it works fine.

I can't switch to 0.14 since some of the mods I'm using aren't updated yet.
by Marc90
Fri Sep 16, 2016 10:55 pm
Forum: Mods
Topic: [MOD 0.14] Red Alerts 1.1.2
Replies: 53
Views: 51334

Re: [MOD 0.14] Red Alerts 1.1.2

I have a feature request but I don't know if it's possible:

I have two power networks and therefore two power sensors.
Is there any way that I can differentiate between those two when the low power alert is fired?
Something like give them a name that shows in the dismiss GUI maybe?
by Marc90
Fri Sep 16, 2016 7:28 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 35133

Re: [MOD 0.14] Filtered Deconstruction Planner 0.4.7

I just found a bug. The Blueprint-cut-tool ignores rails and tiles (bricks and concrete). 1. Tiles are completely ignored in both target and exclude mode. They always stay in the blueprint no matter what configuration. 2. Rails are not removed when selected as target nor do they stay when selected t...
by Marc90
Tue Sep 13, 2016 8:14 pm
Forum: Mods
Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
Replies: 61
Views: 43752

Re: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system

I think there is a performance issue when using lots of goto-controllers and/or cargo-readers.

I would really like to have goto-controllers that can send trains to one of multiple stations depending on circuit signal.
That would reduce the amount of goto-controllers I need.

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