Search found 237 matches

by Anson
Tue Aug 27, 2019 12:19 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 21939

Re: Friday Facts #309 - Controversial opinions

deleting items on removing machines (imho a bug report) : if there is a slight chance for an exploit with returning items (although very tedious, and as i understood it, only for advanced players in the endgame when they have very high productivity bonus and probably could get those items much fast...
by Anson
Sat Jul 20, 2019 4:50 am
Forum: Already exists
Topic: Request server change
Replies: 3
Views: 665

Re: Request server change

just for info since i found this thread linked in another thread which had a similar request
and which just got moved to "implemented mod requests"
Rseding91 wrote:
Mon Jul 08, 2019 4:50 pm

Code: Select all

connect_to_server{address=..., name=..., description=..., password=...}
Ok, I've added it for the next version of 0.17.
by Anson
Sat Jun 15, 2019 12:55 am
Forum: Technical Help
Topic: Unable to check for mod updates
Replies: 5
Views: 431

Re: Unable to check for mod updates

since it was a huge folder with "historic" :-) versions of mods, i had made a backup first, before deleting it. to be sure, i just copied it back and got the error again. thus I'll upload it now to my dropbox (link as PM) hint: after several tests the log shows a linelength of 16800+ chars (>16KB!) ...
by Anson
Fri Jun 14, 2019 9:14 pm
Forum: Technical Help
Topic: Unable to check for mod updates
Replies: 5
Views: 431

Re: Unable to check for mod updates

updating mods in the steam version seems to work now , after cleaning up my steam version of factorio by deleting the entire mod directory (almost 700 zip files with old mods from version 0.12 or 0.13 to 0.16, and two other files), and suddenly i no longer get this error. maybe "Request too long" r...
by Anson
Tue Jun 11, 2019 8:34 am
Forum: Technical Help
Topic: Unable to check for mod updates
Replies: 5
Views: 431

Re: Unable to check for mod updates

i have the same problem, not being able to update mods automatically, with the following additional info: - when i use a stand alone installation of factorio, everything works fine. - when i try to update mods in my steam installation, i get this "api/mods 414" error. - i don't knowingly (on purpose...
by Anson
Thu May 23, 2019 11:18 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 240
Views: 40135

Re: [MOD 0.14] Alien Biomes

when i used Alien Biomes, Dectorio and Asphalt Roads (and even more other mods) in 0.16, i always hit the "255 IDs" hardlimit of Factorio. thus i stopped using several of these mods, no matter how nice they looked and how much i would have liked to play with them. But now I'm about to start a new ma...
by Anson
Wed May 08, 2019 4:33 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.36] Factorio doesn't remember key bindings from previously active mods
Replies: 3
Views: 429

Re: [kovarex] [0.17.36] Factorio doesn't remember key bindings from previously active mods

thank you !

i can't count the hours (days) that i had to spend (during the last years, already in 0.16 or even before that) to adjust settings and controls of mods when switching back and forth between maps with different modpacks.
by Anson
Mon Mar 18, 2019 12:12 am
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 147335

Re: MOD [ 0.16.x] Bio-Industries

so sad that bio industries does not run without bobs anymore ... far well god friend as i do not tend to play with bobs mods) You DON'T need Bob's. You only need boblibrary That is a set of functions Bob wrote. It won't add any of Bob's stuff, only functions that get used to adjust some stuff in my...
by Anson
Sun Mar 17, 2019 1:58 am
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them
Replies: 6
Views: 629

Re: [0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them

Okay, in 0.17.9, these technologies will stay in the list of technologies until they are actually researched. thanks for making the behavior consistent on all technologies. (writing this while updating from .8 to .14 and only just reading the changelog of .9) but i have to agree with TheBearKing th...
by Anson
Thu Mar 07, 2019 11:55 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 650
Views: 52739

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

Yeah directly smelting stacks would be "cheaty" but I think if it just took the same amount of time, just didn't need a beltbox, it's just a throughput advantage - i.e. gives you bigger smelting columns, not more plates from the same number of furnaces. *I* don't consider it too cheaty when the tim...
by Anson
Thu Mar 07, 2019 11:38 pm
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 337
Views: 54618

Re: ModMyFactory - mod manager and more

Version 1.10 will most likely be done some time this week. that is really a nice definition of "some time this week" : a mere 4 hours later !!! :-) just the opposite of the definition of "soon(TM)" :-) I'll soon(TM) install and test the new version , but until some problems in 0.17 are fixed (eg i ...
by Anson
Thu Mar 07, 2019 10:35 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 650
Views: 52739

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

I thought that allowing the unstacking recipes as intermediates would allow auto-unstacking for use in recipes, but it's inconsistent (I think based on the presence of other recipes) - it'll happily unstack copper to make some copper cables when you click the cables, but it won't unstack iron plate...
by Anson
Thu Mar 07, 2019 5:00 pm
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 52
Views: 5451

Re: [0.16] Logistic Carts

The paint recipes seem too complicated to me, even though I know why you wanted to do it that way, it adds a lot of cruft to an inventory that's already filled up with the various markers. someone already wrote a mod that allows painting (making the arrows) for free :-) i also would wish that mined...
by Anson
Thu Mar 07, 2019 4:27 pm
Forum: Mods
Topic: KS Power
Replies: 125
Views: 98539

Re: KS Power

I've been using the diesel generators, but I can't figure out how to make them work at top efficiency. I only get them to generate 2 MW of power instead of their maximum of 4MW. What am I doing wrong here? maybe this is related to some note that i read somewhere about energy values being halved and...
by Anson
Thu Mar 07, 2019 4:19 pm
Forum: General discussion
Topic: Some 0.17.6 changes in the campaign
Replies: 34
Views: 2428

Re: Some 0.17.6 changes in the campaign

"I think I dropped a penny. Let me just lift this assembler to look under it." ROFL ... best joke of the week :-) "I seem to be stuck or something. Maybe you could help me out?" stepped on some chewing gum on the road ? :-( That's actually a relatively meaningful criticism, now that I think about i...
by Anson
Mon Mar 04, 2019 11:38 pm
Forum: Releases
Topic: Version 0.17.4
Replies: 54
Views: 18662

Re: Version 0.17.4

it is assumed that, during normal gameplay, you will have at least enough smelters running to feed your research production. That would be the way I played the campaign the first time, when I didn't know anything about what was coming or when. .... completely agree ... that intro mission was nice f...
by Anson
Fri Mar 01, 2019 9:01 pm
Forum: Releases
Topic: Version 0.17.4
Replies: 54
Views: 18662

Re: Version 0.17.4

... still wating for incremental updates not want to keep on dowlaod a full install each time ... ... It would be nice if they could release these smaller incremental updates as some sort of patch file as well ... ... I agree, having to manually download all HD assets and all those unchanged files ...
by Anson
Fri Mar 01, 2019 8:12 pm
Forum: Releases
Topic: Version 0.17.3
Replies: 42
Views: 17486

Re: Version 0.17.3

@bman: i wasn't thinking of doing all the mod organization in the updater, but only to be able to update the game itself and mods, and maybe to selectively disable mods, to get back to a state where i can start the real program again. just happened: several mods on top of each other were using the s...
by Anson
Fri Mar 01, 2019 7:55 pm
Forum: Releases
Topic: Version 0.17.3
Replies: 42
Views: 17486

Re: Version 0.17.3

thus i would appreciate to have an updater (not launcher) that can be run instead of the normal game (only) in case of loading problems. The only real difference between a Launcher and an Updater, is that a launcher is an updater with a "Launch game" button on it. yes :-) but on many games, the gam...
by Anson
Fri Mar 01, 2019 6:52 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 111
Views: 27726

Re: Feature suggestion.

show power outage for a machine whilst replacing the large (annoying) vanilla power outage indicator? I don't know, but you might be interested in this mod ! https://mods.factorio.com/mods/KingIonTrueLove/LessUnplugged this mod is not yet updated for 0.17, but this functionality should also be incl...

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