Search found 93 matches

by Wakaba-chan
Fri Oct 18, 2019 8:01 pm
Forum: Releases
Topic: Version 0.17.72
Replies: 6
Views: 5254

Re: Version 0.17.72

New pathfinding algorithm is good... way too much.
Totally was not prepared to run around my outposts improving defense.
It's sort of Bob's Warfare in vanilla now.
by Wakaba-chan
Thu Jun 13, 2019 1:33 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 364
Views: 43514

Re: [MOD 0.16] Miniloader

Yes, everything fine now, thank you!
by Wakaba-chan
Tue Jun 11, 2019 6:08 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 364
Views: 43514

Re: [MOD 0.16] Miniloader

Hello, Seems like last release of this mod have some bug: when you place any blueprint having Medium electric pole (you can slap just that pole alone with Ctrl+V), "on_placed_blueprint" message being displayed with according sound: https://i.imgur.com/sQSXz9z.png I've turned all other mods but "base...
by Wakaba-chan
Fri May 03, 2019 5:16 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 16286

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Regarding media, I'm personally don't read any magazines nor gaming sites atm. I found Factorio few years ago in Steam just with scrolling by "railway"/"trains" tag or something like that. I love trains and was looking for some train simulator like OpenTTD. And so here I am with >2000h in Factorio n...
by Wakaba-chan
Thu Mar 14, 2019 10:09 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2576
Views: 321338

Re: Bugs & FAQ

Hello, Any chance Ore Silos mod would be updated? I see that Warehouses were updated long time ago, but still to silos. I have few designs dependent hardly on their size, so can't advance my gameplay on my old save. I post it here just by chance I miss something and silos were moved to another mod? ...
by Wakaba-chan
Fri Dec 07, 2018 8:51 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 9872

Re: Friday Facts #272 - Mod GUI

If mods would have bigger text field for description - it would be very cool! It is too small at the moment.
by Wakaba-chan
Sat Dec 01, 2018 3:53 pm
Forum: Logistic Train Network
Topic: [LTN 1.9.4 / LTNCR 0.1.1] LTN Content Reader crashes when loaded first time in existing save
Replies: 4
Views: 433

Re: [LTN 1.9.4 / LTNCR 0.1.1] LTN Content Reader crashes when loaded first time in existing save

Optera wrote:
Sat Dec 01, 2018 1:46 pm
The main downside to using Content Reader myself though is that now I'll have to properly set up network ID's in my own base. :lol:
I've made appropriate mapping to #1 network in my default general station blueprint - I knew it would help some day :D
by Wakaba-chan
Sat Dec 01, 2018 1:35 pm
Forum: Logistic Train Network
Topic: [LTN 1.9.4 / LTNCR 0.1.1] LTN Content Reader crashes when loaded first time in existing save
Replies: 4
Views: 433

Re: [LTN 1.9.4 / LTNCR 0.1.1] LTN Content Reader crashes when loaded first time in existing save

Optera wrote:
Sat Dec 01, 2018 1:12 pm
Thanks for finding this.
I forgot updating tech name in the migration script.
Thank you for this mod :) It was really hard to remember everything I have or not in my network.
by Wakaba-chan
Sat Dec 01, 2018 12:57 pm
Forum: Logistic Train Network
Topic: [LTN 1.9.4 / LTNCR 0.1.1] LTN Content Reader crashes when loaded first time in existing save
Replies: 4
Views: 433

[LTN 1.9.4 / LTNCR 0.1.1] LTN Content Reader crashes when loaded first time in existing save

Hello, I've loaded LTN Content Reader in existing save and instantly got this message . No save further loading, it just returns me back to Load game window. Here is factorio-current.log right after that message. And here is my current save I try to load your mod into: here (it's pretty heavy-modded...
by Wakaba-chan
Fri Nov 30, 2018 6:01 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 14798

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Is it just me or are the HD textures getting more and more clean and the game's general look gets more and more cartoonish and colourful and away from its initial "used look"? Agreed. Dieselpunk -> Comicpunk :( Maybe some kind of additional "tint" could be selectable from the Options? Like "colorfu...
by Wakaba-chan
Thu Nov 29, 2018 2:49 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 288
Views: 53606

Re: [0.12] Bugs, crashes & other issues

Hello, Is it possible to hope FARL would support Bob's Big Electric Poles? There are MK2 in cargo, but FARL reports with "Out of Big electric pole"... I'm using my lighted poles with farl without any problem. Did you make a farl blueprint using Mk2 poles and read that bp back into farl? Oh, you rig...
by Wakaba-chan
Thu Nov 29, 2018 1:38 am
Forum: Mods
Topic: [0.16] Silent Belts 3
Replies: 1
Views: 229

[0.16] Silent Belts 3

Silent Belts 3 https://i.imgur.com/gIIc1aI.jpg DOWNLOAD Short description Disables running sound for all belts, including modded ones. For those who get annoyed with that squeaking noise chasing you all over the base. Long description As I googled it, seems like I'm not the only one who can't toler...
by Wakaba-chan
Mon Nov 19, 2018 5:06 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 288
Views: 53606

Re: [0.12] Bugs, crashes & other issues

Hello,

Is it possible to hope FARL would support Bob's Big Electric Poles? There are MK2 in cargo, but FARL reports with "Out of Big electric pole"...
by Wakaba-chan
Fri Nov 16, 2018 4:08 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 27862

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

New underground belt is awesome! It is very good it has a hole for side-loading! Now it much more intuitive.
by Wakaba-chan
Fri Nov 09, 2018 6:48 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 14769

Re: Friday Facts #268 - The modern Biter

I'm very inspired with the underground map introduced in this FFF! This reminded me same idea mentioned in developing plans for Factorio. So I have one more idea: what if such small underground "submaps" would occasionally appears under biters spawners? I mean, spawners could be just ground part of ...
by Wakaba-chan
Mon Nov 05, 2018 10:38 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 364
Views: 43514

Re: [MOD 0.16] Miniloader

Hello, Thank you for nice mod! 1x1 lane balancers are very cool! I'm trying to use miniloaders for loading train wagon, but it does not work this way, when I put only one line of loaders between silo and wagon https://i.imgur.com/Mixpm8a.jpg Is it bug or intended behavior? If I add another buffer li...
by Wakaba-chan
Sun Nov 04, 2018 12:04 pm
Forum: Ideas and Suggestions
Topic: T-shirt size chart
Replies: 0
Views: 191

T-shirt size chart

TL;DR Make "A"-measurement of merch T-shirt to be a chest-circumference, not a half chest. What ? In the merch-store https://www.factorio.com/store there is sizes chart for official T-shirt and it's main measurement relates to half-chest which is not very useful. I suggest to change it to chest cir...
by Wakaba-chan
Mon Oct 29, 2018 2:03 am
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 534
Views: 149843

Re: MOD [ 0.16.x] Bio-Industries 2.6.6

Hello! First of all, thank you for fun mod! I've found a bug. Your mod makes game hang if you place prototype artillery, turn on the map, turn on turret coverage and zoom in pretty closely. Game just hang and don't respond anymore so you need to terminate and restart it. Here is proof-save: https://...
by Wakaba-chan
Sun Oct 28, 2018 11:34 pm
Forum: F.A.R.L
Topic: Configuration & usage
Replies: 112
Views: 85295

Re: Configuration & usage

Hello,

Is it possible to remove rails by FARL automatically? I tried bulldozer mode in various ways, but it just says "Deactivated: can't place rail" though it doesn't need to place rail at all, it just need to remove them at behind.
by Wakaba-chan
Sat Oct 27, 2018 12:44 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 252
Views: 26517

Re: [MOD 0.16] Bulk Rail Loaders

Hello again!

There is the same problem with fast inserters... https://i.imgur.com/BOblwrA.jpg It's basement is not visible under bulk unloader texture in some cases.

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