Search found 292 matches

by Sander_Bouwhuis
Sat Feb 16, 2019 8:02 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 86054

Re: Friday Facts #282 - 0.17 in sight

Maybe I've missed it somewhere, but how is the mod support in v0.17? Do all current mods work out of the box? Do none of them work without an update? Something in between? I would be DISTRAUGHT if mods no longer work in the new version! If that's the case, could you PLEASE supply early builds to peo...
by Sander_Bouwhuis
Fri Feb 15, 2019 8:23 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 86054

Re: Friday Facts #282 - 0.17 in sight

Regarding that picture with the 3 islands.

Will it be possible in v0.17 to have an ocean with dozens of largish islands?

Also, if there are any talented modders out there who could make a ferry/boat/steamer mod to transport goods from island to island I would be extremely happy!
by Sander_Bouwhuis
Sat Feb 09, 2019 7:23 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 44193

Re: Friday Facts #281 - For a Few Frames More

1. As a GTX-660 owner I'm glad to see this benchmark and seeing it remains (more) playable in v0.17. 2. I also turned on the cache to disk feature to speed things up. My mother-in-law's computer (I gave her my old computer) really started quite a bit faster with the cache file on (I put an SSD in he...
by Sander_Bouwhuis
Fri Jan 25, 2019 7:05 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 77359

Re: Friday Facts #279 - Train GUI & Modern Spitter

The Train UI doesn't address logical operator precedence. My assumption is that and 's precedence is higher than or (e.g., a or b and x or y => a or (b and x) or y ), but it isn't obvious from the UI nor--would I expect--it to be obvious to the general player. And if my assumption is wrong, then it...
by Sander_Bouwhuis
Fri Jan 18, 2019 7:03 am
Forum: Mods
Topic: [MOD 0.16.x] Actual Craft Time
Replies: 41
Views: 17870

Re: [MOD 0.16.x] Actual Craft Time

Thank you for your continued work on this great mod!

I really hope that you can get the numbers working, and also that you'll keep supporting (upgrade?) it when v0.17 comes out.

BIG THUMBS UP!
by Sander_Bouwhuis
Fri Dec 28, 2018 9:15 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 157596

Re: Friday Facts #275 - 0.17 Science changes

If you play without productivity modules then you are deliberately restricting yourself. If we play without modules and beacons it's because we want to play an engineering sim rather than a magic game. Beacons especially should be relegated to mods and the sim rebalanced without them. I agree 100% ...
by Sander_Bouwhuis
Sat Dec 22, 2018 10:08 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 73427

Re: Friday Facts #274 - New fluid system 2

What intrigued me was the large variety of backgrounds they came from - differents kinds of engineers (mechanical, CS, electrical, ...), mathematicians, physicists, and even people with real pipes hands on experience. I'm not surprised, but this quote made me start to wonder how the background affe...
by Sander_Bouwhuis
Sat Dec 22, 2018 8:55 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 73427

Re: Friday Facts #274 - New fluid system 2

I presume this has been asked many times, but why do pipes auto-connect to each other? It's the nr 1 reason for me to hate Hate HATE pipes. :( :x Why can't I just put 2 pipes next to each other? To connect them we could either have a popup menu to set it, or simply have T-junction pipes and cross-j...
by Sander_Bouwhuis
Sat Dec 22, 2018 3:12 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 73427

Re: Friday Facts #274 - New fluid system 2

I presume this has been asked many times, but why do pipes auto-connect to each other? It's the nr 1 reason for me to hate Hate HATE pipes. :( :x Why can't I just put 2 pipes next to each other? To connect them we could either have a popup menu to set it, or simply have T-junction pipes and cross-ju...
by Sander_Bouwhuis
Sun Dec 09, 2018 7:57 am
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33961

Re: Friday Facts #272 - Mod GUI

I did not know this was actually useful! Just to be clear, when I select 'sync mods with saves', does that mean that when I restart Factorio, the game hasn't messed with my mods (enabled or disabled some)? That would be awesome! Are the mods downloaded automatically from the portal? when you click ...
by Sander_Bouwhuis
Sat Dec 08, 2018 1:43 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33961

Re: Friday Facts #272 - Mod GUI

provet wrote:
Sat Dec 08, 2018 9:41 am
Pleeeaase consider adding folders to the mod selection menu!!

Paint mockup:
Image
Sub-directories would be great. But, you should be allowed to select any/all mods you want per sub-directory. That way we could easily turn on collections of mods for different saves.
by Sander_Bouwhuis
Sat Dec 08, 2018 1:42 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33961

Re: Friday Facts #272 - Mod GUI

I hope that you will tie the mod also to the saves..... I ply currently with some mods, but when i want to do the Lazy-Bastard-mod i need to start a clean game without any mods (which is just fine) But when i want to switch back to my 'usual' save-game i need to remember all the used mod and toggle...
by Sander_Bouwhuis
Fri Dec 07, 2018 7:23 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33961

Re: Friday Facts #272 - Mod GUI

I hope that you will tie the mod also to the saves..... I ply currently with some mods, but when i want to do the Lazy-Bastard-mod i need to start a clean game without any mods (which is just fine) But when i want to switch back to my 'usual' save-game i need to remember all the used mod and toggle...
by Sander_Bouwhuis
Sat Dec 01, 2018 11:52 pm
Forum: Ideas and Suggestions
Topic: Factorio needs to be brighter (w/ images and source code)
Replies: 27
Views: 9792

Re: Factorio needs to be brighter (w/ images and source code)

I too am having problems with the dark graphics. If I apply this program, what happens when Factorio updates? 1. Do I then have to re-run it? Or do I have to restore the original graphics before updating? 2. Same with mods. When a mod updates its graphics, what happens / what do we need to do? Thank...
by Sander_Bouwhuis
Sat Nov 24, 2018 8:43 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 61138

Re: [MOD 0.15.15+] FNEI 0.1.12

1. Remove buggy favorites I encounter strange bugs where there are recipes that don't actually work. After I favorited them, I also can't remove them anymore. How can I remove favorites? Alt-clicking them doesn't work, and pressing the 'favorite star' also doesn't work. Is there an .ini file of sor...
by Sander_Bouwhuis
Fri Nov 23, 2018 6:45 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 39986

Re: Friday Facts #270 - HR Substation & Save/Load overview

Sparrow-717 wrote:
Fri Nov 23, 2018 5:24 pm
Vote for changing the shirt's loading percentage to 40%, because everyone is *very* familiar with the 40% hang. Lol.
Oooooooooooooooh, the dreaded 40% sprites... quite often I've thought "Is it hanging?!?"
by Sander_Bouwhuis
Fri Nov 16, 2018 4:21 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 85505

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Is there any way you could release a beta right before Christmas? I have very little time to play, but will have some times between Christmas and New Year. I think there are more people who will have time to play for a bit then, but not in January. Also, will v0.17 have the 'separate mods and settin...
by Sander_Bouwhuis
Mon Nov 12, 2018 10:45 am
Forum: Mods
Topic: [MOD 0.16.x] Actual Craft Time
Replies: 41
Views: 17870

Re: [MOD 0.16.x] Actual Craft Time

Ok, that is better than I can do.
All the calculations with speed, ore hardness, and module efficiencies are way too obtuse.

Thanks for this mod!
by Sander_Bouwhuis
Sat Nov 10, 2018 8:25 am
Forum: Mods
Topic: [MOD 0.16.x] Actual Craft Time
Replies: 41
Views: 17870

Re: [MOD 0.16.x] Actual Craft Time

I am currently trying this mod out. I see there are inserters in the gui. Does that mean that when I see a blue inserter it means I need at least the speed of a blue inserter to get the ingredients in and end product out onto a belt or chest? And if it is a yellow/brown inserter, that would be fast ...
by Sander_Bouwhuis
Fri Nov 09, 2018 7:22 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 48039

Re: Friday Facts #268 - The modern Biter

I wonder whether I'm in the minority for not playing with biters. I only played with biters once and found them annoying. Constantly having to go back to spots to fix things while I'm trying to figure out how to build my constructions was literally a chore. Are there statistics on how many people pl...

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