Search found 48 matches

by Otterbear
Sun Aug 14, 2016 2:39 am
Forum: Mods
Topic: [MOD 0.13] Zoom - a wider zoom
Replies: 8
Views: 3960

Re: [MOD 0.13] Zoom - a wider zoom

Me likey! Thanks! *All of your mods seem very useful. Thanks for making them.
by Otterbear
Sun Aug 14, 2016 2:34 am
Forum: Mods
Topic: [MOD 0.13] Wagon Capacity Color
Replies: 14
Views: 3458

Re: [MOD 0.13] Wagon Capacity Color

I saw that. I just had to respond to your humorous remarks. :D * You made me laugh, I just wanted to return the favor.
by Otterbear
Thu Aug 11, 2016 5:53 am
Forum: Mods
Topic: [MOD 0.13] Wagon Capacity Color
Replies: 14
Views: 3458

Re: [MOD 0.13] Wagon Capacity Color

Red is typically a Warning color, and green is typically a "all is well" color. Yes, you are perfectly right : - Red is for : warning this wagon must be emptied as fast as possible - Green is for : everything is OK with this wagon that is ready to be filled. :D So, you see that it depends on where ...
by Otterbear
Tue Aug 09, 2016 8:22 am
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 95
Views: 37535

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Thank your for this great mod. I'm not sure how to "rate" it atm, so I just wanted you to know that I think its really cool.
by Otterbear
Mon Aug 08, 2016 12:41 am
Forum: Mods
Topic: [MOD 0.13] Wagon Capacity Color
Replies: 14
Views: 3458

Re: [MOD 0.13] Wagon Capacity Color

I love the idea of this mod but, I can't help but be bothered by the color arrangement. lol

Red is typically a Warning color, and green is typically a "all is well" color.
IMHO, the color scheme of this mod is reversed.

Can this be changed in the Lua file?
by Otterbear
Sun Aug 07, 2016 11:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.9] Memory leak in refresh multiplayer browser
Replies: 4
Views: 932

Re: [0.13.9] Memory leak in refresh multiplayer browser

Pausing the game for any extended length of time also causes a memory leak it seems. Every time I leave my game running(paused) and return after say 30 mins, the game has crashed and my system reports low memory as the culprit. I do have several mods ,but this was an issue both before and after mods...
by Otterbear
Sun Aug 07, 2016 5:59 am
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 12605

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Do I need both this mod and Bob's mods?
by Otterbear
Mon Aug 01, 2016 2:49 pm
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 17838

Re: [MOD 0.13.0+|v0.12]Recycling Machines

Did I mention I love this mod?

I currently have all my recyclables moved to a chest next to the recycle machine. I'm wondering if there is a way to set up a circuit network to allow me to change the current object being recycled, so that I may automate the recycling of all the various pieces?
by Otterbear
Fri Jul 29, 2016 9:49 am
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 17838

Re: [MOD 0.13.0+|v0.12]Recycling Machines

Love your mod. Love that you are are still working on it. I recently discovered that the outdated version had trouble with rails. I have a rather large map going, and I've accidentally made quite a bit more than I will ever need. :) I have your new corrected version, but I'm pretty sure if I throw i...
by Otterbear
Mon Jul 25, 2016 8:29 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 489
Views: 132604

Re: Thank you (Make the dev-team happy today!)

Thanks for all the hard work guys. This thing is really coming together! Stay focused, stay Grrrrrrrr-eat!
by Otterbear
Sun Jul 24, 2016 4:09 am
Forum: Ideas and Suggestions
Topic: Labels, Lights, and edge scrolling
Replies: 2
Views: 766

Re: Labels, Lights, and edge scrolling

My appologies, Ssilk.
I hadn't fully read the guide before posting this. Subsequent post will follow proper procedures.
by Otterbear
Sun Jul 24, 2016 4:05 am
Forum: Frequently Suggested / Link Collections
Topic: Add a transport belt ghost Arrow / Belt placement cursor clarity
Replies: 15
Views: 3231

Belt placement cursor clarity.

Is it possible to simplify the various belt placement cursors? It is very difficult (especially with higher rated belts), to see what direction they are actually facing. It is also difficult to see where you missed a belt, or two, or ran out of belt during the upgrade process, until production suffe...
by Otterbear
Sun Jul 24, 2016 4:00 am
Forum: Ideas and Suggestions
Topic: Belt interference
Replies: 2
Views: 542

Re: Belt interference

Searching belts/belt problems/ ect...TL/DR Sorry. You can take this one so far: https://forums.factorio.com/viewtopic.php?f=80&t=22305 Walking on Belts (New Power Armor module) I added yours. :) LOL! Thanks Ssilk! It is a real game-breaker for me atm. Its just so frustrating when getting slapped ar...
by Otterbear
Sun Jul 24, 2016 3:58 am
Forum: Frequently Suggested / Link Collections
Topic: Walking on Belts (New Power Armor module)
Replies: 20
Views: 4901

Re: Walking on Belts (New Power Armor module)

By the time you get power armor, you already can build most stuff with ghost placement, and belts are no longer an issue... But I agree - belt distraction is quite annoying especially when you build early game smelting lines. One of reasons I sticked to sandbox mode w/o character. This, I think, is...
by Otterbear
Sun Jul 24, 2016 3:52 am
Forum: Ideas and Suggestions
Topic: UI - Clicking on an object should always select it
Replies: 7
Views: 1161

Re: UI - Clicking on an object should always select it

Hm. It is eventually useful to have some entities open at the same time. Think for example to screenshots of combinator/inserter. Or multiselect entities. To change modules of many assemblies at the same time. Some may want to have a special entity always in view, for example to see, when an import...
by Otterbear
Thu Jul 21, 2016 1:37 pm
Forum: Ideas and Suggestions
Topic: UI - Clicking on an object should always select it
Replies: 7
Views: 1161

Re: UI - Clicking on an object should always select it

Completely agree! Having to use escape key EVERY time I go from one box/assembler/smelter/inventory...is mind-numbingly dull! Interfaces should open and close logically. If I click on something, the previous menu should close and the new one open. At the very least, there could be a close window but...
by Otterbear
Thu Jul 21, 2016 1:27 pm
Forum: Ideas and Suggestions
Topic: Visual aid options.
Replies: 1
Views: 377

Visual aid options.

It would be nice to have a view, similar to the "alt" key that would only display box contents...so that I don't have to see all that extra information all the time. It ends up being ON by DEFAULT and that just takes a lot away from the aesthetics of this game that the Devs have put so much effort i...
by Otterbear
Thu Jul 21, 2016 1:22 pm
Forum: Ideas and Suggestions
Topic: Belt interference
Replies: 2
Views: 542

Belt interference

PLEASE, PLEASE, PLEASE, For the love of all that is good...Fix the avatar/character so that he isn't effected by belt movement. 90% of the time it takes to play this game is FIXING what was screwed up by being thrown around by belts. Some fine tuning of the belt placement mechanic wouldn't hurt eith...
by Otterbear
Mon Jun 27, 2016 7:42 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 128198

Re: Version 0.13.0

WOW, just...WOW! Terrific work Devs!
by Otterbear
Tue Jun 21, 2016 10:49 am
Forum: Mods
Topic: [MOD 0.12.x] Burners Only - no electricity mod!
Replies: 8
Views: 2225

Re: [MOD 0.12.x] Burners Only - no electricity mod!

Great Job! It would be nice to have a mod that eliminates as much electricity as possible, but decreases the coal belting needed by adding STEAM powered assemblers and stuff. Steam-Punk all the way! It would be great if the animations could reflect that,(Steam smoke, and dripping water, ect...) alth...

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