Search found 71 matches

by POPISowyNumer
Fri Feb 23, 2024 12:55 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 31180

Re: Friday Facts #399 - Trash to Treasure

I really hope there will be change to the names of quality levels.
by POPISowyNumer
Fri Jan 26, 2024 4:41 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 15511

Re: Friday Facts #395 - Generic interrupts and Train stop priority

I still think incorporating LTN into 2.0 would be cleaner approach
by POPISowyNumer
Wed Jan 17, 2024 9:53 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 43322

Re: Friday Facts #393 - Putting things on top of other things

Not gonna lie, I do not vibe with the graphic aspect of stacking at all.
Something about building tall towers of loose and/or unwieldy times makes me uneasy.

This will be one of parts of this update that I hope will be modded soon
by POPISowyNumer
Fri Dec 15, 2023 3:14 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 24447

Re: Friday Facts #389 - Train control improvements

I admire the idea of making train schedules make more sense than they do in current vanilla, but in my honest opinion you should have done to LTN what you did to Space Exploration.

Hire its creator and seamlessly integrate the whole mod into 2.0.
by POPISowyNumer
Fri Nov 03, 2023 12:09 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 27922

Re: Friday Facts #383 - Super force building

Wube just going around making mods obsolete
by POPISowyNumer
Fri Sep 08, 2023 2:20 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 798
Views: 120515

Re: Friday Facts #375 - Quality

Me no like it
Me no like it very much

From the names, through the RNG mess of the system involved, to the implications on the gameplay

The expansion isn't yet released and I am already waiting for a mod that will un-dumdum this concept
by POPISowyNumer
Fri Aug 25, 2023 2:01 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 66504

Re: Friday Facts #373 - Factorio: Space Age

So what comes next, Factorio 3.0 Bobangels Boogaloo?
by POPISowyNumer
Mon Mar 20, 2023 3:05 am
Forum: Assigned
Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
Replies: 10
Views: 2164

Re: [Klonan] Train GUI formatted incorrectly for one type of locomotive?

Well I have almost already fixed it in 1.2 with all the GUI cleanups, I will add it to my TODO list factorio-run_7oRyV6Ttfz.png Would it be possible to move the fuel burning bar to the next line rather than scrunching it up that small? Sure, I will probably make it check if there are more than like...
by POPISowyNumer
Fri Feb 04, 2022 1:41 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 126693

Re: Friday Facts #367 - Expansion news

Yay
Wonder how long it will take to port bobangles for the new expansion
by POPISowyNumer
Fri Aug 07, 2020 9:45 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 104194

Re: Friday Facts #359 - Crash site: The beginning

I can totally see someone modding the crash site remnants into replacement of rocket silo as final step to finish the game.

Hell, even the vanilla game can reduce silo into white science generator and make rebuilding the spaceship a final step of game
by POPISowyNumer
Mon Jun 22, 2020 1:14 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 71922

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

This used to be a plan long time ago, but lately, especially after doing it for the beacon, I am glad we have not done that. It would fine to do if the game was 3D and we could just rotate and place 3D models of modules into the slot positions on machines, but dealing with all the 2D variations of ...
by POPISowyNumer
Fri May 17, 2019 9:54 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 34035

Re: Friday Facts #295 - New design for the chemical plant

Sweet baby jesus those chemplants look completely arousing
I kinda want Refineries retouched too a bit.
by POPISowyNumer
Fri Mar 08, 2019 11:46 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 29510

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

For love of gods, dear Wube, just add them loaders into game properly.
They're the only way belts can win with bots.
(Except another tier of belts, obviously)
by POPISowyNumer
Sat Feb 16, 2019 12:31 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 83135

Re: Friday Facts #282 - 0.17 in sight

We're getting new generator for maps, and god bless you all for that. But this raises some questions too. Cold biomes when. Swamp biomes when. Alium creep biomes when. Especially if they actually do creep and require flammenwerfers to be removed. Both belts and bugsies need some love too. New tier, ...
by POPISowyNumer
Sun Feb 10, 2019 10:43 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1359534

Re: Development and Discussion

I've got an idea about big and smol assemblers last night. What if smaller assemblers were cheaper to build and faster at work, but more expensive to run, while bigger were the opposite? So for example smol t1 assembler prepares two iron gears in 0,66 s (33% gain), but requires 5 iron plates (25% lo...
by POPISowyNumer
Fri Nov 09, 2018 6:37 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 45902

Re: Friday Facts #268 - The modern Biter

Will the graphic updates of bugsies go hand in hand with upgrade of their AI

Also loaders when?
by POPISowyNumer
Mon Oct 29, 2018 9:12 am
Forum: F.A.R.L
Topic: Configuration & usage
Replies: 112
Views: 138092

Re: Configuration & usage

Hello, I need some help with understanding the lua behind stone removal, specifically which command is used to remove stones and what force the farl belongs to.
I need this information to adapt one scenario to be used with FARL without breaking it.
by POPISowyNumer
Tue Oct 16, 2018 2:05 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 310833

Re: [MOD 0.13.17+] Rampant - 0.16.33

Veden wrote: ↑
Mon Oct 15, 2018 8:38 pm
I would need a save to help troubleshooting.
Here's my save and my modlist
by POPISowyNumer
Mon Oct 15, 2018 7:55 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 310833

Re: [MOD 0.13.17+] Rampant - 0.16.33

I have problems with making bugsies attack me there's lot of bugs near my walls that don't attack me, and lots of bugs who just are on some peninsula deep into my pollution cloud and far away from any actual wall, who just stand here and kill my ups it might have something to do with it being old-as...

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