Search found 17 matches

by topforce
Fri Jun 01, 2018 6:27 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 59479

Re: Friday Facts #245 - Campaign concept

I think that campaign would work best if it's built on top of sandbox, something like https://mods.factorio.com/mod/Mining-Space-Industries like sandbox but, directed with tasks and events.
by topforce
Sat Mar 24, 2018 12:29 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 51599

Re: Friday Facts #235 - 0.16 stable

Mod integration improvements (HanziQ, Rseding).
Any chance we will get option to automatically download mandatory dependencies for mods?
by topforce
Wed Nov 08, 2017 1:05 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 76813

Re: [MOD 0.15.x] Mining Space Industries

By countdown I mean time displayed until next mission, something like: Next objective will start in 5 min 45 seconds. Shipwreck distance seems pretty good as is for single player, I had to go out of my way to get to them but it wasn't particularly time consuming. Running too far away for long period...
by topforce
Mon Nov 06, 2017 11:41 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 76813

Re: [MOD 0.15.x] Mining Space Industries

Finished game with the mod, my thoughts so far. Countdown is needed when next objective is triggered after time, it will help alleviate a lot of confusion. Gordon Freeman might fit in better than Einstein. And add patch notes on mod portal when you release new version. Overall I really like the mod,...
by topforce
Thu Oct 26, 2017 10:02 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 76813

Re: [MOD 0.15.x] Mining Space Industries

There should be a requester chest( blue chest) near the object with timer, put in the chest resources it is requesting.
by topforce
Mon Oct 23, 2017 3:55 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 76813

Re: [MOD 0.15.x] Mining Space Industries

Found the issue, conflicts with Nanobots early robots(possibly any mod with a research tree). Steps to reproduce Game version: 0.15.37 Mining-Space-Industries 15.9 Nanobots: Early Bots 1.8.6 1)Research Automation 2)Research Logistics 3)Research Nanobots 4)Research Nanobot range 5)Wait for event at ~...
by topforce
Mon Oct 23, 2017 10:29 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 76813

Re: [MOD 0.15.x] Mining Space Industries

Time played 6h and evolution factor 40%, is the trigger for next event time based?
by topforce
Mon Oct 23, 2017 12:36 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 76813

Re: [MOD 0.15.x] Mining Space Industries

I'm stuck at "Set up perimeter and build a radar to map the area" , I have radars all over the place and a laser wall, I'm not sure what exactly needs to be done to complete the objective. Otherwise the mod is quite awesome.
by topforce
Fri Aug 25, 2017 4:57 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 46309

Re: Friday Facts #205 - Teaching the things that everybody knows

Option to automatically resolve mandatory dependencies would be nice, since most of the time latest versions work fine and most of the mods are on mod portal, and sorting them out manually can take a while.
by topforce
Fri Aug 11, 2017 5:40 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 66498

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

We were also concerned of people segregating their logistic networks for more control, it seems to us it was a workaround to a problem we should fix. Still need to do that when building perimeter wall. Since bots don't path too well around large areas of no coverage. They go straight for the destin...
by topforce
Fri May 19, 2017 6:43 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146926

Re: Friday Facts #191 - Gui improvements

I don't think that random stuff in toolbar is an issue since it is otherwise simply empty and does nothing useful, and there is a chance that the item is just what I need. Putting your entire inventory in a chest while keeping your toolbar inventory is no longer possible Filtered items should be exc...
by topforce
Tue May 16, 2017 9:49 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3863
Views: 1188325

Re: Bugs & FAQ

Any chance we will get smelting to work without Bob's mods?
by topforce
Thu May 11, 2017 10:14 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3863
Views: 1188325

Re: Bugs & FAQ

Petro Chemical Processing 0.5.5 doesn't work without Infinite ores, and infinite ores are not listed as dependency. Edit: also refining 0.7.8 fails to load when smelting 0.3.0 is enabled. It fails with: error while loading recipe prototype "nodule-crystallization-1" (recipe): Difficulty no...
by topforce
Fri Nov 06, 2015 11:38 pm
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 63672

Re: Friday Facts #111 - Long term plans

Shame about space part, was looking forward to it, but I suppose the multiplayer is gigantic time sink to implement and slows down new feature development.
by topforce
Fri Feb 13, 2015 11:47 pm
Forum: News
Topic: Friday Facts #73 - Minds versus bytes.
Replies: 63
Views: 43263

Re: Friday Facts #73 Minds versus bytes.

Rocket overall looks cool but the engine placement seems off. There can be one large engine bellow center of mass or 3 similar sized rocket engines. Even if the smaller ones are meant to be for flight control I would expect them to be opposite of each other or more of them.
by topforce
Fri Apr 11, 2014 9:50 pm
Forum: News
Topic: Friday Facts #29 So many ideas
Replies: 22
Views: 23839

Re: Friday Facts #29 So many ideas

About the organized ides section Sony had fairly neat idea http://www.planetside2.com/roadmap might want to take a quick look at it.
by topforce
Sat Feb 15, 2014 10:20 am
Forum: General discussion
Topic: How do I make pipes not stick together?
Replies: 3
Views: 3309

How do I make pipes not stick together?

On Friday Facts 17 there is a picture of pipes being in parallel and not connected. Is it possible to do that in game or it isn't there yet?

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