Search found 182 matches

by oyunbagimlisi
Sat Jan 20, 2024 10:49 am
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 21338

Re: Friday Facts #394 - Assembler flipping and circuit control

As someone who has followed all the innovations and changes announced so far with appreciation and excitement, I would like to state that, Within the scope of "flipping for real", I consider the ability to change fluid inlets/outlets as a bad "cheat" that is as contrary to the sp...
by oyunbagimlisi
Sat Dec 30, 2023 5:20 pm
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 927

Re: Worker robot speed (Is the research tree correct?)

You can say production science is for big machines, and utility science is for small sophisticated electronic machines, so utility is more important for flying robots than production. From a gameplay perspective, may be this is beneficial for balancing. It keeps ratios between the science packs mor...
by oyunbagimlisi
Sat Dec 30, 2023 5:16 pm
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 927

Re: Worker robot speed (Is the research tree correct?)

Somewhat relevant, but the logistics chests research also requires no purple science while requiring yellow science, and it is also robotics related. That's why in my mind, yellow science is always related to robotics (even aside from the fact that it uses a robot frame in the recipe). There may be...
by oyunbagimlisi
Sat Dec 30, 2023 9:04 am
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 927

Re: Worker robot speed (Is the research tree correct?)

https://wiki.factorio.com/Worker_robot_cargo_size_(research) With a lot of research, I cannot find an equivalence that is comparable to gaming standards in any case. All other research examples aside, "cargo size" research is, in my opinion, the most reasonable "comparison". Carg...
by oyunbagimlisi
Sat Dec 30, 2023 3:30 am
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 927

Worker robot speed (Is the research tree correct?)

https://wiki.factorio.com/Worker_robot_speed_(research) According to the wiki and the game, unless I missed something: A utility science package is required at research level 3 and 4. In contrast, (the interesting part is) Production science package is not required. (They are included at level 5.) I...
by oyunbagimlisi
Wed Dec 27, 2023 2:15 pm
Forum: 1 / 0 magic
Topic: All my mods are activated automatically??!
Replies: 1
Views: 365

All my mods are activated automatically??!

I have 293 different mods. But many of them are false (inactive). While opening the game, I received the error that more than one mod could not be loaded in a row. Some of the mods in the faulty mods list were mods that I did not use anyway. I was very surprised, but I said there must be something d...
by oyunbagimlisi
Mon Dec 25, 2023 6:16 pm
Forum: Ideas and Suggestions
Topic: Smart Wall Drag (Like Belt Straps)
Replies: 0
Views: 248

Smart Wall Drag (Like Belt Straps)

Smart Wall Drag (Like Belt Straps) Can it be prevented from creating unwanted shapes due to cursor drift while trying to create a straight wall line? In the game's own settings there is an option to "lock band building to straight line", which is exactly what I wanted. In short, is it poss...
by oyunbagimlisi
Thu Dec 21, 2023 2:14 pm
Forum: Questions, reviews and ratings
Topic: Remove decorations is not working as I want.
Replies: 9
Views: 1038

Re: Remove decorations is not working as I want.

Image

I don't know how or why, but the only problem is that this setting has changed. The residual decoration in the end slots is now removed when the map is created, as I want.
by oyunbagimlisi
Wed Nov 08, 2023 3:04 pm
Forum: Questions, reviews and ratings
Topic: Remove decorations is not working as I want.
Replies: 9
Views: 1038

Re: Remove decorations is not working as I want.

https://mods.factorio.com/mod/Mower This mod works for me. But doing this manually is troublesome. As I said, when installed with schall minor tweaks alien bioms mod, nests creep does not occur in new games. However, when you remove the Alien Bioms mod, the formation of nests creep continues on the ...
by oyunbagimlisi
Wed Nov 08, 2023 2:57 pm
Forum: Questions, reviews and ratings
Topic: Remove decorations is not working as I want.
Replies: 9
Views: 1038

Re: Remove decorations is not working as I want.

For some reason that I don't understand, the SchallMinorTweaks mod works when the Alien Biomes mod is installed. But when I remove the Alien Biomes mod, I cannot use the SchallMinorTweaks -> (Remove Decorative Materials) (https://mods.factorio.com/mod/SchallMinorTweaks) feature. This caught my atten...
by oyunbagimlisi
Tue Nov 07, 2023 4:59 am
Forum: Questions, reviews and ratings
Topic: Remove decorations is not working as I want.
Replies: 9
Views: 1038

Re: Remove decorations is not working as I want.

Is there anyone who can help..?
by oyunbagimlisi
Mon Nov 06, 2023 1:51 pm
Forum: Questions, reviews and ratings
Topic: Remove decorations is not working as I want.
Replies: 9
Views: 1038

Re: Remove decorations is not working as I want.

It's hard to tell from all the screenshots what exactly you're referring to. Can you highlight one of the problematic things? It ends the way it wants to be, nests creep (no decoration) (that's what I want it to be) (it worked before) https://img.imgyukle.com/2023/11/06/yQTqyv.jpeg --- I can't hand...
by oyunbagimlisi
Mon Nov 06, 2023 1:24 pm
Forum: Questions, reviews and ratings
Topic: Remove decorations is not working as I want.
Replies: 9
Views: 1038

Remove decorations is not working as I want.

https://i.hizliresim.com/iauaufa.png It ends the way it wants to be, nests creep (no decoration) (that's what I want it to be) (it worked before) https://i.hizliresim.com/hq7wv5x.png I can't handle the end nests creep anymore (I want this to change) Since I never liked the decorations in the nests ...
by oyunbagimlisi
Thu Jul 27, 2023 6:39 pm
Forum: Technical Help
Topic: switch setup(zip)-steam
Replies: 0
Views: 265

switch setup(zip)-steam

Hello. I have a factorio that I installed on my "c disk" with setup beforehand. Then I installed it on my "d disk" via steam. When I open the game on Steam, it sees my mods without any problems. So I think the configpath is correct as it should be. but "shortcut-bar" an...
by oyunbagimlisi
Sun Jul 16, 2023 2:29 pm
Forum: Technical Help
Topic: kr2 new map initialization error
Replies: 2
Views: 447

Re: kr2 new map initialization error

It almost certainly is a mod incompatibility - though possibly only due to a bug in one or more mods. Ensure Factorio itself and mods are up to date. Then try disabling mods that are not required for, or specifically listed as compatible with, Krastorio 2. If that works, you can experiment with com...
by oyunbagimlisi
Sun Jul 16, 2023 12:31 am
Forum: Technical Help
Topic: kr2 new map initialization error
Replies: 2
Views: 447

kr2 new map initialization error

I don't think there is any mod incompatibility. but when starting a new game (kr2) I encounter the error in the image. Can you help, thank you in advance.

Image
by oyunbagimlisi
Fri May 26, 2023 5:21 pm
Forum: Balancing
Topic: The Most Obvious Imbalance I've Ever Seen After 4K Hours
Replies: 11
Views: 4661

Re: The Most Obvious Imbalance I've Ever Seen After 4K Hours

Stargateur wrote:
Fri May 05, 2023 5:10 pm
4k hours and doesn't know about https://mods.factorio.com/mod/SmallNightvisionRevived ?

That a must have I never play without it...
Look what I wrote in the first post:
oyunbagimlisi wrote:
Wed Feb 01, 2023 9:57 pm
There are also numerous configurable modes.
Now would you say: are you blind or have a comprehension problem?
by oyunbagimlisi
Thu Feb 02, 2023 12:03 am
Forum: Ideas and Requests For Mods
Topic: Beacon domain & Cable access area coloring (Color Tone variations)
Replies: 0
Views: 636

Beacon domain & Cable access area coloring (Color Tone variations)

https://i.hizliresim.com/lo3v5cw.png 1--How can I modulate the color of the dark (dark blue) part that shows the "common area" between the posts? Auto based on maximum reach while running. is positioning. But sometimes I would like to see it with a red color to draw attention to unwanted ...

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