Search found 281 matches

by Marconos
Fri Nov 08, 2019 11:41 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 212
Views: 19138

Re: pY Alien Life - Discussion

it will come out this year. :) WOOT!! I stopped my playthrough a while ago when I saw you were working on this. Really looking forward to it coming out. Take your time and make yourself happy with your product. We are just hangers on that enjoy the workmanship that you put into it. Best part (not m...
by Marconos
Fri Nov 08, 2019 9:11 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 191
Views: 14681

Re: Friday Facts #320 - Color correction

I really love the new changes. The darkness is hard to see and distinguish things. This makes it so much better. I wonder how many of us would have been so dramatic in our opinions if we didn't see them side by side. Brightness is something that I always have an issue with in games (most are too dar...
by Marconos
Thu Jun 20, 2019 6:41 pm
Forum: PyMods
Topic: Py missing receipes??
Replies: 1
Views: 232

Re: Py missing receipes??

For anyone else that has this issue.

Got this command from Voracious Vole's stream (Pyanodon gave it to me as well but I must have copied it wrong)

/c game.player.force.reset_technology_effects()

Corrected the problem items.
by Marconos
Wed Jun 19, 2019 11:22 pm
Forum: PyMods
Topic: Py missing receipes??
Replies: 1
Views: 232

Py missing receipes??

I have updated py to the latest version. If I make a new game and research all technologies I get the mega mines properly. In my existing game I have already researched the new required techs but the don't who up. If I do the same console command to research all technologies in that map they still d...
by Marconos
Tue Jun 11, 2019 9:58 pm
Forum: PyMods
Topic: World Generation Settings question
Replies: 8
Views: 674

Re: World Generation Settings question

a new ore generation system was added today in the pymods. For new games, it should be nice to plan better. Also, the new mod in the works (pyAlienLife) will have turrets to help you all. So what you are saying is I need to get on the stick and finish my current world before you get alien life done...
by Marconos
Wed Jun 05, 2019 2:16 am
Forum: PyMods
Topic: World Generation Settings question
Replies: 8
Views: 674

World Generation Settings question

I have a PY World that has about 100 hour in. I'm very close to Circuits 2. Mod List: FNEI Helmo Miniloader Py Coal Py Fusion Py HIghtech Py Industry Py Petro Py RawOres RSO (Lastest version) Space Extension Mod When I created the game the biters had respawn on and I made no changes to their spawn. ...
by Marconos
Mon Mar 11, 2019 8:54 pm
Forum: Duplicates
Topic: [0.17.10] Lockup when working in blueprint editor
Replies: 1
Views: 87

[0.17.10] Lockup when working in blueprint editor

Working in the blueprint editor. Created a blueprint and pressed esc to cancel. System is unresponsive and locked up with no way to recover with out killing the process.
by Marconos
Wed Feb 21, 2018 11:45 pm
Forum: Duplicates
Topic: [16.25] Stack inserters stuck trying to pick up items
Replies: 2
Views: 309

Re: [16.25] Stack inserters stuck trying to pick up items

It may be the same issue, but that one is talking about the far side of the exit end. This is a full compressed close side of the entrance end. Does that make a difference?
Not sure it's the same issue.

Are you sure it should be in duplicates?
by Marconos
Wed Feb 21, 2018 1:32 am
Forum: Duplicates
Topic: [16.25] Stack inserters stuck trying to pick up items
Replies: 2
Views: 309

[16.25] Stack inserters stuck trying to pick up items

The problem occurs when you have a full compressed underground blue belt. Belt Belt UGBelt StackInserter Assembler Product Direction ----> In that configuration the stack inserter is picking up from the belt and loading the assembler. It will periodically get "stuck" and won't pick up any items. Sit...
by Marconos
Sat Jan 13, 2018 5:11 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 125435

Re: Friday Facts #225 - Bots versus belts (part 2)

I have already replied once and the more and more I think about this I really think nerfing bots is the wrong thing to do. Either buff belts or leave things alone. There isn't a problem to fix IMO. I have been playing since version 0.9 and was always pushing against bots, heck my last play through I...
by Marconos
Sat Jan 13, 2018 4:36 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 125435

Re: Friday Facts #225 - Bots versus belts (part 2)

I'm a lover of belt based bases, but I think there is something missing here in the way the devs are viewing the game. Early Game: Yellow belts, small production runs Early Mid Game: Red belts, faster production lines, multiple smelting setups: Base is starting to spaghetti around for most players M...
by Marconos
Wed Dec 27, 2017 4:41 pm
Forum: Spread the Word
Topic: Factorio need IRL Stuff (Merchandise).
Replies: 71
Views: 20187

Just got my T-shirt

Wanted to say thanks for sending out the T-SHirts!! Just got mine today, great quality and love the look.

Now ... when is the next merch dump?!?!?!?!

Ideas:
Travel mugs (insultated type for drinks)
Sweat shirts
Keychains
Laynards
by Marconos
Tue Dec 12, 2017 3:00 am
Forum: News
Topic: Factorio T-shirts store now open
Replies: 80
Views: 29632

Re: Factorio T-shirts store now open

Ordered!!!
by Marconos
Fri Aug 11, 2017 5:23 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 30602

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

I really REALLY REEAAALLLYYY like the buffer chests. Finally a filtered storage chest that acts as a provider!!
by Marconos
Fri Jun 02, 2017 6:44 pm
Forum: News
Topic: Friday Facts #193 - Party planning & plans
Replies: 32
Views: 10472

Re: Friday Facts #193 - Party planning & plans

Mapping updates would be the single biggest feature update for me. Longer distance between patches (much much longer when desired) and they patches get more and more infrequent the farther you go out. Separate setting for spawn area -vs- the rest of the map GUARANTEE that the spawn will have somethi...
by Marconos
Fri May 05, 2017 9:00 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 34171

Re: Friday Facts #189 - Specifying the 1.0

Assembly 1 in purple? That seems wrong type of ingredient for advanced research, pumpjack makes a lot more sense there to me. Blue print mode needs to have a way to do a fixed mode or random map. There are many people that would want to start at that state for new worlds and it seems like a good opt...
by Marconos
Sat Apr 15, 2017 1:04 am
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 28640

Re: Friday Facts #186 - Marathon testing

WOOT .... 0.15 released Next Friday!!!!

(At least that's how I read this)

And next Friday never expires ............... :ugeek:
by Marconos
Fri Mar 24, 2017 5:44 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 35486

Re: Friday Facts #183 - Aiming for the release date

Enjoyed this FFF. As a fellow developer that knows EXACTLY what it is like to hit delays, I totally understand. Just ignore those that don't, they will end up having a pissy mood about being released with bug X not being fixed. Some people aren't worth the time to worry about. Like the improvements ...
by Marconos
Fri Feb 10, 2017 5:04 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 25058

Re: Friday Facts #177 - Difficulty settings

Really like the new game settings.

Hopefully there is an extreme setting that make everything expensive and slow with biter evolution cranked up. Would make for a very fun experience IMO.
by Marconos
Sat Feb 04, 2017 7:28 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 23841

Re: Friday Facts #176 - Belts optimization for 0.15

Interesting that you guys posted about the belts. I was thinking about how you guys implemented that yesterday. xD And for multi-threading, I had a different idea in mind. I had thought of a system where the game would separate the different "sections" of a base on various threads. Meaning, the mai...

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