Search found 37 matches

by TRauMa
Tue Sep 03, 2019 4:41 pm
Forum: Releases
Topic: Version 0.17.67
Replies: 28
Views: 8139

Re: Version 0.17.67

A word of warning - this breaks space exploration, so either play a new SE-less save to marvel at the new eye candy, or wait for SE to update.
by TRauMa
Fri Aug 30, 2019 1:00 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 47189

Re: Friday Facts #305 - The Oil Changes

Sigh, no response in either thread for about a week. [...] This, actually fairly lengthy, chain of events has pushed me into concluding that you care more about getting new sales than serving your current customers. You have 31 Posts in this thread, and you seem to really care. But I have a hard ti...
by TRauMa
Fri Aug 30, 2019 12:39 am
Forum: Frequently Suggested / Link Collections
Topic: Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration)
Replies: 3
Views: 1080

Re: Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration)

There is limited to no chance of the developers responding to your specific comments, here, or anywhere else. [...] This is the best possible place to give feedback, though, and yes, a post here is likely to be read by the developers. That's fine, then, I didn't expect an answer, just eyeballs. Tha...
by TRauMa
Sat Aug 24, 2019 6:15 pm
Forum: Outdated/Not implemented
Topic: Prevent restarting the game on updated disabled mod
Replies: 9
Views: 338

Re: Prevent restarting the game on updated disabled mod

...and the game also forces a restart if you have "automatically enable new mods" disabled, where AFAICS the problem doesn't exist.
by TRauMa
Sat Aug 24, 2019 5:52 pm
Forum: Frequently Suggested / Link Collections
Topic: Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration)
Replies: 3
Views: 1080

Re: Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration)

While I appreciate the effort you put into sifting through all these posts and collecting them, I'm a bit unsure if they are the right place to discuss them? Is there a chance to reach developers posting here? In particular, while playing Space Exploration and using it's discorporate NavSat building...
by TRauMa
Tue Jul 23, 2019 8:16 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 42060

Re: Friday Facts #304 - Small bugs; Big changes

But most of you don't remember how hard it was to learn. I do. It's the only reason I bought the game in the first place. Learning how to master the train system after hours of trial and error was a thrill once things started to flow and I started to see how things seemed to function. It provided t...
by TRauMa
Tue Jul 23, 2019 7:29 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 42060

Re: Friday Facts #304 - Small bugs; Big changes

Huh, boy. The sky is clearly falling in here. After reading through at least half of the thread (start and end, feel free to dismiss this because I didn't read it all), I must say I kind of regret doing so. I always thought the factorio community was one of the few gaming communities that was somewh...
by TRauMa
Mon Jun 17, 2019 12:56 am
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 47
Views: 9068

Re: [MOD 0.13] Progressive running

All work and no play makes Jack a dull boy. Thanks for the patch (and your patience).
by TRauMa
Thu Apr 18, 2019 12:37 pm
Forum: Minor issues
Topic: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)
Replies: 37
Views: 6425

Re: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)

Yep, even works with mods that add animations and stuff! The occasional stutter is still there, but as long as I get gorgeous detailed gfx it's a trade off I'm fine with. Top down view, for me, makes always smooth fps less important than high detail in what I'm looking at, and from what I gather fro...
by TRauMa
Fri Apr 05, 2019 6:32 pm
Forum: Minor issues
Topic: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)
Replies: 37
Views: 6425

Re: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)

Just for the record, I had this problem in 0.17 with an R9 285 under Linux (amdgpu/radeonsi drivers), and setting memory usage to high (from full) fixed it for me.
by TRauMa
Thu Apr 04, 2019 7:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Recipes with more than one instance of the same ingredient
Replies: 34
Views: 3579

Re: [0.17.14] Recipes with more than one instance of the same ingredient

This breaks Angel's Bio processing. He uses recipes where you use a temperate garden (rare item found as tree entity on the map) and get one garden back, plus a some % chance for another. Changing that to a 51% chance to get two gardens would have the same expected yield, but it wouldn't be the same...
by TRauMa
Mon Mar 25, 2019 8:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.18] Broken map preview in map generator
Replies: 15
Views: 2001

Re: [0.17.18] Broken map preview in map generator

Large player inventory displays as four rows with scrollbar, seems to affect resizeable elements in general.
by TRauMa
Mon Mar 25, 2019 7:19 pm
Forum: Releases
Topic: Version 0.17.18
Replies: 31
Views: 9083

Re: Version 0.17.18

Is the map preview broken for anyone else (lower buttons and scroll bar missing) or is it just me?
MapPreview.png
Screenshot 1080p Missing buttons
MapPreview.png (203.6 KiB) Viewed 7092 times
by TRauMa
Wed Mar 13, 2019 4:31 pm
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 47
Views: 9068

Re: [MOD 0.13] Progressive running

It's up :).
by TRauMa
Wed Mar 13, 2019 3:31 pm
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 47
Views: 9068

Re: [MOD 0.13] Progressive running

Oh! That was quick! I'm OhChirpy on the portal, probably should have mentioned that, sorry!
by TRauMa
Wed Mar 13, 2019 7:31 am
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 47
Views: 9068

Re: [MOD 0.13] Progressive running

This mod still works fine in 0.17. Are you still around, binbinhfr? If not, I'd maybe make use of your abandon clause in the license to update and publish it, and also add some in game settings etc. If you read this and don't want to update yourself, would you consider giving me access to the mod po...
by TRauMa
Thu Jun 21, 2018 4:22 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 16121

Re: Friday Facts #241 - New player experience

What would happen if people with different backers.json want to play multi, and a name is chosen for one player's building that is not present in the other one's ? My guess would be, let everyone use the server's backers.json, or make the name chosen part of the entity built event that is broadcast...
by TRauMa
Thu Jun 21, 2018 4:12 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 633
Views: 50035

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

My mod is a separate and distinct mod from orzolek's mod. (It was even included in my mod first.) This will also have a different code structure. Good luck with your work. Yeah, I had a look at it. I wasn't aware that you included icons for all the stacks as well, and went to quite some length to r...
by TRauMa
Thu Jun 21, 2018 1:45 am
Forum: Mods
Topic: [Mod 0.17.x] Charcoal Burner
Replies: 10
Views: 2073

Re: [Mod 0.16.x] Charcoal Burner

I get an error with the latest update and petrochem:
Failed to load mods: Error in assignID, item with name 'char-solid-coke' does not exist.

Source: char-coal-coke (recipe).

Mods to be disabled:
• CharcoalBurner
• angelspetrochem
by TRauMa
Thu Jun 21, 2018 1:21 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 633
Views: 50035

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

I published orzolek's Angelbob support posted before, as I wanted to use it without MoreBobs. https://mods.factorio.com/mod/deadlock-stacking-crating-bobs Well... If you only want to be in a standalone form in my mod, see my mod code. My mod code is also written in Bob's Extended Kaorhil. Instead, ...

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