Hmm, you did not misunderstand....as for me, well....
Before I posted I did a check to make sure and I did have 2 directories already in the save directory, and they did not show up in the menu in-game. They were unzipped game saves I got from the internet. I probably unzipped them figuring out how ...
Search found 124 matches
- Tue Feb 18, 2020 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Request : Improve file management with directories
- Replies: 10
- Views: 3734
- Tue Feb 18, 2020 11:30 am
- Forum: Ideas and Suggestions
- Topic: Request : Improve file management with directories
- Replies: 10
- Views: 3734
Request : Improve file management with directories
TL;DR
Let me use directories in the load/save menu to save scolling down my files and losing sight of my savegames in the flood.
What ?
I often save my games and while most of my saves are superflous Murphys Law very clearly states that if I don't save a game in such a manner I will want the ...
Let me use directories in the load/save menu to save scolling down my files and losing sight of my savegames in the flood.
What ?
I often save my games and while most of my saves are superflous Murphys Law very clearly states that if I don't save a game in such a manner I will want the ...
- Sat Aug 24, 2019 12:14 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 162857
Re: Friday Facts #309 - Controversial opinions
I don't think biters should attack train lines, and in fact I don't think train lines should even be damaged by splash damage, such as from worms or spitters. The reason I think this is there is no automatable mechanism for repairing rails in the field, except to extend your base to cover that ...
- Fri Aug 16, 2019 1:46 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 105452
Re: Nauvis Post Collapse (16GB ram minimum required)
Yay - Starsector AND Factorio.
Here we go !
Thx bro.
Here we go !
Thx bro.
- Thu May 09, 2019 8:10 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1795336
Re: Development and Discussion
Hi Angel.
I am presently playing a game that involves widely dispersed resources, exploration, deathworld and a bunch of other mods along with yours :D
I have run into a problem where I need green fracture circuits to make blue science.
But I need silver bars to make green fracture circuits.
And ...
I am presently playing a game that involves widely dispersed resources, exploration, deathworld and a bunch of other mods along with yours :D
I have run into a problem where I need green fracture circuits to make blue science.
But I need silver bars to make green fracture circuits.
And ...
- Fri Apr 26, 2019 7:12 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 26031
Re: Friday Facts #292 - Inching closer to stable
Most people play through Steam, and so far we have found no way of determining how many people are opted-in to the 0.17 experimental through Steam. It could be that the game is more stable, or it could be that less people are playing.
How can you not know this ? is there any way we can help with ...
How can you not know this ? is there any way we can help with ...
- Fri Apr 05, 2019 7:53 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 71831
Re: Friday Facts #289 - Character GUI
I am not a touch-typist so I have been finding the new GUI more annoying than the old one. The GUI needs a "Click here to clear cursor" button - hitting the Q key is not something I do as fluently as a touch typist. The button could be one of the optional buttons in the lower right of the new GUI ...
- Tue Mar 26, 2019 1:16 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 125015
Re: pY Industry - Discussion
I updated the mods to fix the thing with the logistic chests not be available without blue science.
Major: My character inventory has disappeared from view when I press E. It is still there because I can access it when I click on a chest, but I can no longer access my own inventory standing alone ...
Major: My character inventory has disappeared from view when I press E. It is still there because I can access it when I click on a chest, but I can no longer access my own inventory standing alone ...
- Sat Mar 23, 2019 3:24 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 125015
Re: pY Industry - Discussion
Dang, I just got my Nanobot line set up

- Wed Mar 20, 2019 4:16 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 125015
Re: pY Industry - Discussion
I am using all the Py mods I think, but no others.pyanodon wrote: Tue Mar 19, 2019 9:18 pm If you play alone with pyIndustry...yes. But with other py mods it tends to be unlocked with only red and green.
- Mon Mar 18, 2019 7:09 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 125015
Re: pY Industry - Discussion
The logistic/logistic bot research is red & green, but it needs Fuel Production and Advanced electronics, both of which require blue science (PyIndustry 1.1.0)
Don't worry, its not my first time skunking blue science in these modpacks
Don't worry, its not my first time skunking blue science in these modpacks

- Mon Mar 18, 2019 3:45 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 125015
Re: pY Industry - Discussion
Ok then I guess I'm building manually until I skunk some blue science.
Cheers.
Cheers.
- Mon Mar 18, 2019 1:58 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 125015
Re: pY Industry - Discussion
Hey guys.
Using the awesome py mods with no others
How am I supposed to use Py Bots before I discover blue science. I can build the bots and the base stations but can't find any chests that the bots will recognise so the lazy buggers won't build anything
Cheers.
Using the awesome py mods with no others

How am I supposed to use Py Bots before I discover blue science. I can build the bots and the base stations but can't find any chests that the bots will recognise so the lazy buggers won't build anything

Cheers.
- Fri Mar 01, 2019 5:09 pm
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 22763
Re: Not pleased with 17.1 so far...
Wrt the OP I also found biters a little harder on startup in 0.17. For my game they were noticeable nearer to the starting area than normal, but it was nothing that a few turrets, and later a turret+wall around the base, could deal with.
For freeplay I think its OK that biter attacks cause early ...
For freeplay I think its OK that biter attacks cause early ...
- Fri Dec 21, 2018 2:50 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 86937
Re: Friday Facts #274 - New fluid system 2
Surely it should be a boss biter...Mday wrote: Fri Dec 21, 2018 2:40 pm Cool update, guys!
Oh yeah, you guys definately have to add a scorpion now. As a background entity, creatable item, or a...err... tank or something.
- Fri Sep 21, 2018 5:56 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 49860
Re: Friday Facts #261 - Performance + New player interaction
The best tutorial is good documentation.
The best way to document a game has already been invented - in Caesar 3.
All else is life lost in the wind.....
The best way to document a game has already been invented - in Caesar 3.
All else is life lost in the wind.....
- Fri Sep 14, 2018 10:55 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 146486
Re: Friday Facts #260 - New fluid system
I hope you improve the system of laying pipes, the autoconnection system can lead to annoying mixing of pipe fluids.
While I understand you can't simulate multicomponent fluids, I would like to make a suggestion - when two different fluids mix in a pipe, blow the pipe up immediately. This will ...
While I understand you can't simulate multicomponent fluids, I would like to make a suggestion - when two different fluids mix in a pipe, blow the pipe up immediately. This will ...
- Sat Aug 11, 2018 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Index next train stop at station.
- Replies: 1
- Views: 1438
Index next train stop at station.
I'd like train scheduling to be more controllable in vanilla circuit conditions as train scheduling is annoyingly un-automatable in this otherwise excellent game.
It would be nice if we could set the next destination index (in the order of the trains stop listing) from a station by activating a ...
It would be nice if we could set the next destination index (in the order of the trains stop listing) from a station by activating a ...
- Sat Jun 30, 2018 10:27 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 89068
Re: Friday Facts #249 - Dead end exploration
Time for my message in a bottle to be thrown into the sea ;-)
1. I would like to see blueprints-as-items retained in some small way in vanilla (I have some high hopes for mods in this area). If Q is pressed just delete the blueprint in hand. If you are worried about folks being annoyed about doing ...
1. I would like to see blueprints-as-items retained in some small way in vanilla (I have some high hopes for mods in this area). If Q is pressed just delete the blueprint in hand. If you are worried about folks being annoyed about doing ...
- Thu Jun 14, 2018 9:25 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 74623
Re: Friday Facts #246 - The GUI update (Part 3)
You could have these variables set in a player options menu, to make sure you satisfy the max number of customers...Koub wrote:Yeah, like 1 or 2% increments with mouse wheel, and say 10% with Ctrl or Shift-Scroll.