Search found 179 matches

by sporefreak
Mon Sep 24, 2018 12:56 am
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 16598

Re: Friday Facts #261 - Performance + New player interaction

I like the floating text, but as a old player I usually know why something isn't working, Please leave the option to keep the warnings in the bottom corner out of the way, I know to check there if I have questions but I know for newer players the floating text will help a lot! I personally would jus...
by sporefreak
Sun Jun 10, 2018 5:23 am
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 24442

Re: Friday Facts #246 - The GUI update (Part 3)

One thing that really bugged me was that I was unable to easily set a setting back to its default. If I changed pollution decay for example and didn't pay attention to its value before changing it I would never remember the default is 2 without resetting everything. I think I am getting my point acr...
by sporefreak
Fri Mar 09, 2018 6:56 pm
Forum: News
Topic: Friday Facts #233 - Wiki admin
Replies: 23
Views: 7393

Re: Friday Facts #233 - Wiki admin

Nice
by sporefreak
Wed Sep 06, 2017 2:35 am
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 21043

Re: Friday Facts #206 - Workflow optimisation

The bottom pump has a weird jump in the gears textures which instantly Triggered my OCD. The middle one has no problem with the same gears but it's also facing the other direction. Any chance on this being fixed? It looks bad :P (I have no idea if it will be like that in-game or if it's just because...
by sporefreak
Fri Jul 21, 2017 5:02 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 36059

Re: Friday Facts #200 - Plans for 0.16

I think "Spider" should become a top priority
by sporefreak
Sun May 21, 2017 4:38 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 68632

Re: Friday Facts #191 - Gui improvements

I can't tell you how many times I have tried to place ghosts for something I'm building only to realize a construction drone took my last one and suddenly I found myself disabling my roboport just to place some Ghosts. I love the new inventory but I do ask for an indicator when a gun is fired so we ...
by sporefreak
Fri May 05, 2017 4:12 pm
Forum: Multiplayer
Topic: Want to play PVP with another beginner
Replies: 4
Views: 626

Re: Want to play PVP with another beginner

I would love to! I have three times your playtime but i have never gotten past setting up a train or even a robot port network (Mainly lazy, and friends deciding they are done and I get lonely and just stop) Also I mainly played with mods so my vanilla experience is still fresh.
by sporefreak
Fri Apr 28, 2017 4:26 pm
Forum: News
Topic: Friday Facts #188 - Bug, Bug, Desync
Replies: 37
Views: 12466

Re: Friday Facts #188 - Bug, Bug, Desync

Actually, I was surprised it was last Monday. i thought it was next Monday :O
by sporefreak
Fri Feb 03, 2017 6:22 pm
Forum: Ideas and Requests For Mods
Topic: Steampunk - Steam powered everything!
Replies: 2
Views: 646

Re: Steampunk - Steam powered everything!

Without reading your whole post, A small hack that might work, make a special smaller steam engine that spawns an invisible medium power pole on it that can't connect to other power poles but will "Steam Power" nearby machines. That way you wouldn't have to change every machine and instead just disa...
by sporefreak
Tue Oct 11, 2016 3:34 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 69092

Re: [MOD 0.14] Satellite Uplink Station 1.0.2

i just ran across this mod and combining it with the ion cannon mod, feels like a nicely over powered toy, lol this is definitely an after end game (as current) weapon, now we just need more "goals" for after end game but noticing that i am "picking up" alien artifacts while linked to the satellite...
by sporefreak
Tue Oct 11, 2016 3:30 pm
Forum: Mods
Topic: [MOD.12.29] Smart Splitter
Replies: 20
Views: 10088

Re: [MOD.12.29] Smart Splitter

I apologize i may of explained it wrong. i have 2 splitters 1 side by side like a normal splitter, one is filtering green/red/blue science packs and the second one is left blank. blank one should allow every other item to pass through it freely My other one i have works perfectly fine. splitting or...
by sporefreak
Mon Oct 10, 2016 3:59 am
Forum: Mods
Topic: [MOD.12.29] Smart Splitter
Replies: 20
Views: 10088

Re: [MOD.12.29] Smart Splitter

So, believe i've discovered a bug, I think, i have a smart splitter trying to split of red/green/blue science packs. but when i tell it to split off green science packs it stops everything from coming through it. i have 2 splitters side by side, one is suppose to split science packs and the other t...
by sporefreak
Thu Oct 06, 2016 4:28 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 75223

Re: [0.13.x] Bob's Mods: General Discussion

What are the different ways of producing Sulfur in Bobs mods? The only way i can see is using the oil refineries. However, that produces very little and hardly meets the demand even with a 4-hour backlog of sulfur.
by sporefreak
Mon Sep 26, 2016 3:13 pm
Forum: Ideas and Requests For Mods
Topic: Truly underground belts and pipes
Replies: 2
Views: 909

Re: Truly underground belts and pipes

I would suggest you look for Extended range on the factorio mod portal. I use that in my multiplayer world and it works wonders! It lets you craft longer underground belts, 10 underground belts = underground belt 5 times longer than vanilla. there is also one for 10 times longer which really is a hu...
by sporefreak
Mon Sep 05, 2016 4:47 am
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 60745

Re: [MOD 0.13] Mining Tools - resources generation

Hey bin, how does one get Ores to spawn on an event? I have been trying to make a mod that adds a special ore, and looking at your code i still only understand 1% of it and cant pinpoint what makes the ores spawn :I
by sporefreak
Tue Aug 30, 2016 2:28 am
Forum: Mods
Topic: [MOD 0.12.x] Copper Cable Tab Fix
Replies: 12
Views: 2465

Re: [MOD 0.12.x] Copper Cable Tab Fix

Kryzeth wrote:
SuicidalKid wrote:Updated this to 0.14 because this bugs me too.

https://www.dropbox.com/s/fdgyofgdqg3iy ... 0.zip?dl=1
That is actually unnecessary as 0.13 already did this (unless they changed it again in 0.14, which I don't think they did)
This is true
by sporefreak
Sun Aug 28, 2016 12:06 am
Forum: Mods
Topic: [MOD 0.13] Zythum - Clean crafting UI with ANY mod!
Replies: 8
Views: 2295

Re: [MOD 0.13] Zythum - Clean crafting UI with ANY mod!

Well there goes 2 months of modding work down the drain
by sporefreak
Mon Aug 08, 2016 1:32 am
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 56454

Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1

I seem to have found a bug, With Module inserter installed on my factorio 0.13.15 calling "/c game.player.force.research_all_technologies()" makes some items unresearched? Including Iron stick making the crafting of tools impossible (I have tested many things and this only happens with module insert...
by sporefreak
Mon Aug 08, 2016 1:13 am
Forum: Technical Help
Topic: Way to save config.ini settings
Replies: 3
Views: 774

Re: Way to save config.ini settings

Go to steam, Right click factorio and hit settings/options and disable cloud save for factorio Saw this somewhere on the forums i believe.
by sporefreak
Sun Aug 07, 2016 11:34 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 76846

Re: [MOD 0.12.12+] Research queue 1.2.6

Way late here but this mod causes a massive lag spike when i use a command to research all techs, for the longest time i thought it was just me having almost 200 mods but after removing this mod it sucessfully used the command instantly. Tested in version 0.12 and 0.13

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