Search found 181 matches

by bNarFProfCrazy
Sun Dec 01, 2019 4:56 pm
Forum: Resolved for the next release
Topic: [Rseding91] [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled
Replies: 2
Views: 146

[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 server will always c...
by bNarFProfCrazy
Sun Dec 01, 2019 4:24 pm
Forum: Resolved for the next release
Topic: [Rseding91] [0.17.79] Crash on loading map targetdeserialiser.cpp
Replies: 1
Views: 155

[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: 241
Views: 41156

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: 751

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: 6854

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: 18956

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: 45295

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: 8840

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 number...
by bNarFProfCrazy
Fri May 24, 2019 12:19 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 8963

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: 68817

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: 29238

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 reading f...
by bNarFProfCrazy
Fri Jan 11, 2019 6:11 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 13986

Re: Friday Facts #277 - GUI progress update

There may be issues and suggestions, but in general the devs have thought through their designs very carefully Yes but there's a difference between paper, power point, actual implementation, and more than X developers who know each other's style of play, quirks, habits, etc. The faster a alpha/beta...
by bNarFProfCrazy
Sun Sep 23, 2018 2:55 pm
Forum: Duplicates
Topic: Belt-Side-Channel-Attack/Flooding
Replies: 2
Views: 358

Re: Belt-Side-Channel-Attack/Flooding

Version: 0.16.51 (build 36654, win64, steam) Tested in singleplayer only No mods Reproducible: always Severity: low First posted on discord (quick-questions) 2018-09-23T13:40:__Z 2018-09-23T13:47:__Z 2018-09-23T13:58:__Z by bNarFProfCrazy (me) with 3 more/the original images. But I don't permanently...
by bNarFProfCrazy
Sun Sep 23, 2018 2:45 pm
Forum: Duplicates
Topic: Belt-Side-Channel-Attack/Flooding
Replies: 2
Views: 358

Belt-Side-Channel-Attack/Flooding

I found this bug while testing the throughput of one of my designs by filling gaps with other materials. 0eNq1mt1u20gMhd9F11Yx/yP5rt1H2MsiKBR7GgtVZENS2maDvPvKsYv1JrR95iC5SuxEnzgUeTik5qm47R7Sbmj7qVg+Fe1q24/F8utTMbZ3fdPtv5sed6lYFu2U7otF0Tf3+0/p925I41hOQ9OPu+0wlbepm4rnRdH26/S7WOrnxVXIODWrH2Xbj2mY0nBysQ...
by bNarFProfCrazy
Sun Jul 01, 2018 10:56 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 22381

Re: Friday Facts #249 - Dead end exploration

I guess it has been stated a few times already. But I need to be able to modify a blueprint without actually modifying the library. Common scenarios: * Remove certain incompatible buildings (don't place the belts for a train station) * Replace buildings with a different tier * Only build a portion o...
by bNarFProfCrazy
Tue Jun 26, 2018 10:39 am
Forum: Ideas and Suggestions
Topic: improve train block overlay: add directions
Replies: 5
Views: 670

Re: improve train block overlay: add directions

This would definitely be a good addition, especially for starters.
It would be nice if there was on option to always show these overlay though. Sometimes you have to debug a NoPath error and then have to follow the expected route via map and check for a misplaced signal.
by bNarFProfCrazy
Fri Jun 22, 2018 12:19 pm
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 12251

Re: Friday Facts #248 - Not Saturday Facts

mexmer wrote:i suppose, there is only 1 question after reading that

0.17 when? :mrgreen:
^+1

Well I actually have a second question:

What is the deal about the matchmaking server?
(Where is it and whats wrong with it?)
by bNarFProfCrazy
Fri Jun 01, 2018 6:05 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 22232

Re: Friday Facts #245 - Campaign concept

If you add this unlocked by science X feature please make sure that you don't add things to that list, that require a different research which requires the same. If Research B requires research A, and research C requires B, then C should not also require research A (because it already does that thro...
by bNarFProfCrazy
Sat Apr 07, 2018 8:58 am
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 15703

Re: Friday Facts #237 - Rich & interactive text

Also please add an option to trigger an control/mod command.

Something like:

Code: Select all

Choose your proffession. [command=mymod-profession("miner")]Miner[/command], [command=mymod-profession("smith")]Smith[/command]...
by bNarFProfCrazy
Sat Mar 31, 2018 7:14 am
Forum: Mods
Topic: [.13-.17.69] Aircraft (1.6.12)
Replies: 175
Views: 68594

Re: [.13|.14|.15.40|.16.36] Aircraft (1.4.11)

Nice

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