Search found 190 matches

by bNarFProfCrazy
Fri Oct 30, 2020 1:33 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 37676

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

I like it, does this mean you can now build a wall of rails to prevent a spidertron from going somewhere? Spideyboi can still step between the rails: Also when all those rails are curved? I don't know what kind of intersections you will be making but I think it will be okay https://forums.factorio....
by bNarFProfCrazy
Fri Jul 24, 2020 10:47 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 19040

Re: Friday Facts #357 - Nuke

Awesome changes to the Blueprint Library. The atomic bomb looks amazing now, but IMO the sound is a bit weak, maybe it needs more bass and some rolling thunder. I would like to see a few fires caused by the nuke to give it a bit more if a lasting impression/side-effects. That way a nuke could even c...
by bNarFProfCrazy
Fri Jul 03, 2020 2:15 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 9161

Re: Friday Facts #354 - Launch party and HR power switch

IMO the switch has too many electric arks going on. Its supposed to be a plug and not some effect emitter. It would be fine it it were a single electric snake coiling around it, but not this thunderstorm. You should watch a real power switch. https://youtu.be/PXiOQCRiSp0 During connect/disconnect I...
by bNarFProfCrazy
Fri Jul 03, 2020 12:40 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 9161

Re: Friday Facts #354 - Launch party and HR power switch

I use the power switches mostly in my nuclear power systems. I have dedicated power supply to my nuclear setup that ensures that I always have enough power to continue the operation of it (and defend it). The power setup is split in three layers. - Emergency Power [few kW] (Alerts and a pump connect...
by bNarFProfCrazy
Fri Jul 03, 2020 11:11 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 9161

Re: Friday Facts #354 - Launch party and HR power switch

IMO the switch has too many electric arks going on. Its supposed to be a plug and not some effect emitter.
It would be fine it it were a single electric snake coiling around it, but not this thunderstorm.

The rest of the design is good as is.
by bNarFProfCrazy
Fri Jun 12, 2020 1:03 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 30541

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Flushing a given liquid from the pipe seems maybe a little too easy, given the remainder of the factorio experience. I would expect something like a filter pump, which can, over time, drain the undesirable liquid from the pipe (and either destroy it, or send it into another pipe system. IMO the flu...
by bNarFProfCrazy
Sat Jan 25, 2020 6:06 pm
Forum: Ideas and Suggestions
Topic: Add "test" option/mode to headless server
Replies: 0
Views: 209

Add "test" option/mode to headless server

Summary: I would like to automate the tests for my mod using github actions and also locally. Therefor I need to be able to launch the game with my mods and validate that they are still working after my commit. ----------------------- Details I am a software developer myself and I feel unsafe if the...
by bNarFProfCrazy
Sat Jan 25, 2020 5:36 pm
Forum: Ideas and Suggestions
Topic: Feature Request: Mod update / install at END of play session
Replies: 2
Views: 406

Re: Feature Request: Mod update / install at END of play session

I would really like this.
I usually check for updates before I shutdown factorio for the day, so it would be nice, if I could just select "update and exit" instead of "update and restart".
by bNarFProfCrazy
Sat Dec 28, 2019 1:32 pm
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 24857

Re: Friday Facts #327 - 2020 Vision

One of the things that Kovarex and I agree on, is that the burner phase of the game is currently the right length. Any shorter and you may as well remove it, and any longer it would become annoying. It's as near to zero length as makes no odds already. The "burner phase" in vanilla Factor...
by bNarFProfCrazy
Sun Dec 01, 2019 4:56 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled
Replies: 2
Views: 1564

[Rseding91] [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled

Factorio 0.17.79 Windows 10 Steps to reproduce: Sync mods with "Creative" savegame (especially GhostInHand) Load the save game in multiplayer Join the game as player "Test" pick up the concrete tiles and place them, until you run out of them. If you place the last tile, then the ...
by bNarFProfCrazy
Sun Dec 01, 2019 4:24 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.79] Crash on loading map targetdeserialiser.cpp
Replies: 1
Views: 1280

[Rseding91] [0.17.79] Crash on loading map targetdeserialiser.cpp

Factorio 0.17.79 How to reproduce: 1) Load the given map without any mods. 2) The game (always) crashes to windows Additional information: If you load the map with the mods it won't crash the game, the mods can be downloaded from the mod portal. I used that map with multiple different mods at differ...
by bNarFProfCrazy
Sat Nov 30, 2019 10:00 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 253
Views: 75222

Re: [MOD 0.14] Alien Biomes

Here is the German (de) translation for alien-biomes_0.4.16

Feel free to include it in the mod. If you need translation updates feel free to contact/ping me.
by bNarFProfCrazy
Wed Nov 27, 2019 8:30 pm
Forum: Modding interface requests
Topic: API to extract localised strings for prototypes
Replies: 9
Views: 1646

Re: API to extract localised strings for prototypes

https://gist.github.com/theRustyKnife/4 ... e61affe5ab (WIP) recipe ( + a few others ) -> localised_name

Tested with GDIW + Bobs
by bNarFProfCrazy
Mon Nov 04, 2019 6:15 pm
Forum: Releases
Topic: Version 0.17.75
Replies: 23
Views: 12078

Re: Version 0.17.75

Thanks for these changes (tooltips and tiles). I have to wait for an update of Cargo ships before I can use it though. ------------------------ Belts, (heat) pipes, and rails would benefit from it A small part of my smeltery (I cannot zoom out any further) 20191104190456_1.jpg My module factory (wit...
by bNarFProfCrazy
Fri Sep 13, 2019 7:47 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 32406

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Why do you keep hitting yourself in the head with this idea that any action by anything anywhere should be prevented if it leads to fluid mixing? It seems silly complicated and overly invasive compared to the alternative, which is to say pipes connect if they they are compatible, and does not conne...
by bNarFProfCrazy
Sat Jul 20, 2019 8:06 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 86573

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

TLDR: I dont like the oil change. Cracking without blue. Highlight the slots if they are full/blocking production. In the current game I mainly use basic oil processing to get heavy oil for my insane lube consumption (for belts). Most of the light oil is turned into solid fuel and then rocket fuel t...
by bNarFProfCrazy
Fri Jun 28, 2019 5:11 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 13958

Re: Friday Facts #301 - Crash site: First state

Nice preview. This somehow reminds of the C&C3 Tiberium Sun campaign where you can find and defend a crash site as well. I really loved it. Since you improved the performance again, lets just try to add some more mods to the mix^^. As for the container number: * Did you (@factorio) google the nu...
by bNarFProfCrazy
Fri May 24, 2019 12:19 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 14925

Re: Friday Facts #296 - All kinds of bugs

I really like these in depth details.
by bNarFProfCrazy
Wed Mar 06, 2019 8:31 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 69
Views: 75515

Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces

Can you update the prerequisite technologies for your mod? advanced-matrerial-processing-3 should depend on production-research tech. advanced-matrerial-processing-4 should depend on utility-research tech. That way it is ensured that you can only unlock them after the base research (bottles) have be...
by bNarFProfCrazy
Sun Feb 03, 2019 9:34 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 44743

Re: Friday Facts #280 - Visual Feedback is the king

I'm not sure whether this is the right place for it. But would it be possible to add an "Read this FFF on our blog" to the top of the Steam announcement? Because the steam page does not show the animated pictures/videos and it takes multiple clicks to view them, which severely disturbs the...

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