Search found 18 matches

by Draxinusom
Fri Dec 08, 2023 12:41 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 148
Views: 22644

Re: Friday Facts #388 - Smaller things for 2.0

Qon wrote: ↑
Fri Dec 08, 2023 12:06 pm
I've always wanted an always running background Factorio world, now it will be possible :D
I'd like to request a "factorio as screensaver" mode, please :D
by Draxinusom
Fri Nov 24, 2023 5:00 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 121
Views: 22831

Re: Friday Facts #386 - Vulcanus

mmmPI wrote: ↑
Fri Nov 24, 2023 2:40 pm
...but who knows what might awaken in the depths of Vulcanus.
If you dig too deeply and greedily, you'll get a Balrog
by Draxinusom
Fri Feb 05, 2021 9:47 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 162505

Re: Friday Facts #365 - Future plans

First of all, congratulations for this final (for now) milestone!

I really look forward with what you'll come up with. And great that you could get Earendel! All the work he put into the amazing Space Exploration mod highlights his capabilities and talent.
by Draxinusom
Fri Oct 30, 2020 11:15 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 76991

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

AdamK wrote: ↑
Fri Oct 30, 2020 10:49 am
Whta is 1.1 ETA?
It's either before or after Cyberpunk 2077 8-)
by Draxinusom
Thu May 28, 2020 8:45 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 141167

Re: [MOD 0.18] KRASTORIO^2

Can it be that nuclear locomotives running with nuclear fuel just dump empty fuel cells into cargo wagons? If so this would be bad to the point to not use them. I use LTN with precisely configured cargo payloads and when something is not according to plan, I get a warning message. And I suddenly ha...
by Draxinusom
Mon May 25, 2020 12:04 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 141167

Re: [MOD 0.18] KRASTORIO^2

Can it be that nuclear locomotives running with nuclear fuel just dump empty fuel cells into cargo wagons? If so this would be bad to the point to not use them. I use LTN with precisely configured cargo payloads and when something is not according to plan, I get a warning message. And I suddenly had...
by Draxinusom
Mon May 11, 2020 3:18 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 141167

Re: [MOD 0.18] KRASTORIO^2

Is it intended that a fusion reactor burning a DT fuel cell shows up with both 500MW consumption as well as (up to) 2GW of production in the power charts/electrical energy info?

The nuclear reactor also consumes energy in the form of fuel cells, but it doesn't ever show up on consumption.
by Draxinusom
Tue May 14, 2019 4:21 pm
Forum: Not a bug
Topic: [0.17.38] - Minor Visual bug in train overview with double sided trains
Replies: 2
Views: 1133

Re: [0.17.38] - Minor Visual bug in train overview with double sided trains

It is not random, it is the train that you clicked to open the UI. Ah yes this works when I click on the train. When I however click the train icon in the top right "main menu" to open the dialog with all trains, then I haven't clicked on any and there it's definitely some other system th...
by Draxinusom
Mon May 13, 2019 8:15 pm
Forum: Not a bug
Topic: [0.17.38] - Minor Visual bug in train overview with double sided trains
Replies: 2
Views: 1133

[0.17.38] - Minor Visual bug in train overview with double sided trains

The minor visual bug exists in all 0.17.X versions and maybe before. On the train overview with the different tiles when running double sided trains, it's random which train is displayed as the big "active" highlight icon and that can be the one currently going backwards. It's probably not...
by Draxinusom
Thu May 09, 2019 1:39 pm
Forum: Releases
Topic: Version 0.17.37
Replies: 12
Views: 11323

Re: Version 0.17.37

The problem is that these experimental releases are so high quality and stable for almost everyone that a lot of people switch to the experimental branch who really should stay on stable. I mean you need to actively reconfigure steam / in-game settings etc. to even switch to experimental. It does no...
by Draxinusom
Fri May 12, 2017 7:02 pm
Forum: News
Topic: Friday Facts #190 - The quiet days
Replies: 68
Views: 36232

Re: Friday Facts #190 - The quiet days

I've been trying to do some "intelligent" things with the new nuclear power production and found that there is no way to get electrical grid information into the circuit network. I as player can click any pole, substation to get nice graphs out, but feeding any information into the network...
by Draxinusom
Mon Jun 27, 2016 9:20 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 40999

Re: Feedback

It's probably this: viewtopic.php?f=7&t=27167
by Draxinusom
Mon Jun 27, 2016 8:47 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 40999

Re: Feedback

Works, thanks for that!

First feedback: I have one oil patch and 3 biter bases ontop of lakes. :shock:

Also generally I think biter density / count is far too high, but probably something in the base game as it seems to be that way with base game without any mods as well.
by Draxinusom
Mon Jun 27, 2016 8:23 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 40999

Re: Feedback

Yeah the worms were a tons of fun... bases also. Old method of preventing them from spawning doesn't work any more. I have new one ready I think - just need to find where is the mod portal hidden and try to upload mod there. Uh I'm not sure if anyone can actually download from it at the moment. The...
by Draxinusom
Mon Jun 27, 2016 7:50 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 40999

Re: Feedback

Currently I have some problems with getting RSO to work - old way of dropping resources from spawning doesn't seem to function for me. Actually game is playing silly with me - control.lua runs but data-updates.lua is not loaded due to game stating mod is for factorio 12. Hm I blindly patched the re...
by Draxinusom
Mon Jun 27, 2016 7:21 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 188190

Re: Version 0.13.0

Um, resource spawning is majorly .... fucked? borked? strange? First three starts had a huge oil field (like 20 oil spots) very nearby. My next spawn didn't have much copper so I walked a bit to see what the map has and I ran into an enemy mega base. Literally 20 spawners and tons of worms (!!). But...
by Draxinusom
Mon Jun 27, 2016 7:07 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 40999

Re: Feedback

Early reports of RSO dying due to v0.13 providing similar features are premature :mrgreen:
factorio13firstmap.jpg
factorio13firstmap.jpg (80.67 KiB) Viewed 5001 times
Spawned map with all settings on default "medium".

TL;DR: RSO still "needed" in v0.13 if you care about resource spawning.
by Draxinusom
Mon Jun 27, 2016 6:33 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 134783

Re: Version 0.12.35

I just downloaded 0.13 headless experimental linux server from the official page.

EDIT: Yep they are all up now. Bye guys, see you in a month.

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