Search found 66 matches

by CorBlimey
Sun Jan 03, 2021 9:21 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 56098

Re: Friday Facts #363 - 1.1 is getting close

Is there still an option to access the inventory of your armor while in a vehicle? Yes My question is, will there be a option to have the character gui, that's now on the lower left, to be back on the lower right? It really throws me off that the gui element was moved to the opposite side and perso...
by CorBlimey
Sun Jan 03, 2021 9:18 pm
Forum: Gameplay Help
Topic: Armour & Gun quickbar location question
Replies: 33
Views: 3942

Toolbar - bottom right

I just upgraded to 1.1. How do I reposition toolbar to bottom right again? I've been playing for years and years since Steam release and I cannot bear the new location. Bottom left is visual clutter in my periphery whereas for whatever reason I don't see it so much in bottom right (maybe due to loca...
by CorBlimey
Fri Nov 13, 2020 9:18 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 56098

Re: Friday Facts #363 - 1.1 is getting close

hello. Very exciting content in 1.1 Are there any plans to add some more vanilla merch like mugs? T-shirts don't quite appeal to me but I would gladly admire my factory whilst sipping my coffee and tea from a Wube / green circuit mug. Also they would make great Christmas presents / stocking fillers :)
by CorBlimey
Thu Aug 27, 2020 10:40 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 714380

Re: [1.0] Sea Block Pack 0.4.10

hello Just kicking off my 1.0 experience by playing Seablock instead of vanilla.. Is it right now that the most basic belt is already fairly deep into red research? Requiring a bunch of direct insertion to get there Just wondering if I messed something up in the mod pack now (was last playing a dif...
by CorBlimey
Fri Nov 15, 2019 4:23 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 18853

Re: Friday Facts #321 - Countdown

Congrats for the deadline ! that's the first time there is one announced :), and also it sounds like a realistic one, a deadline choosen by the devs when they feel like it's time. It is also pleasant too hear that the team is growing. Making it sound like the adventure will continue. It is very ple...
by CorBlimey
Wed Oct 23, 2019 3:58 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 377
Views: 167613

Re: [0.17+] Space Exploration WIP

For Core Mining, is there a recipe that lets you "delete" a product? (bit like in Seablock flaring a gas or liquid clarifier)
I suppose part of the challenge is to efficiently compact the resources to a suitable product for interplanetary shipping
by CorBlimey
Tue Oct 22, 2019 8:59 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 377
Views: 167613

Re: Space Category Missing From My Crafting Menu

Apologies if this is addressed somewhere else, I did not see it. My Crafting Menu only contains the default 4 categories, Logistics, Production, Intermediate and Combat. In watching some of the playthrus on YT, another category shows... Space. Does it appear after a certain research item? I believe...
by CorBlimey
Sun Oct 20, 2019 3:50 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 377
Views: 167613

Re: [0.17+] Space Exploration WIP

just a thank you post. Having such a blast with this mod after my previous sadomasochistic playthroughs of stuff like Sea block / BA. Very nice alternative playstyle when you want a bit more 'gameplay'
by CorBlimey
Sun Apr 28, 2019 4:08 pm
Forum: Ideas and Suggestions
Topic: Blueprint library - subfolder search
Replies: 1
Views: 410

Blueprint library - subfolder search

Searching in blueprint library only works for the folder you are currently in - e.g. if in the top-level it won't display results for anything held in a book. A checkbox to allow returning all results including books would be helpful in many circumstances (e.g. if I want to find all blueprints with ...
by CorBlimey
Sat Jun 17, 2017 6:31 pm
Forum: Mods
Topic: [MOD 0.15] Bullet Trails
Replies: 15
Views: 9394

Re: [MOD 0.15] Bullet Trails

ok, this mod is so simple (at least in terms of in-game complexity - i have no idea how much pain it caused you, hehe) yet has such a dramatic improvement to combat. I didn't think it would make that much difference but I can actually see my tank targeting spawners etc instead of just random sparks ...
by CorBlimey
Sat Jun 17, 2017 4:30 pm
Forum: Duplicates
Topic: Cannot delete/destroy empty Blueprint
Replies: 2
Views: 709

Re: Cannot delete/destroy empty Blueprint

Loewchen wrote:45909
whoops, thanks
by CorBlimey
Fri Jun 16, 2017 8:23 pm
Forum: Duplicates
Topic: Cannot delete/destroy empty Blueprint
Replies: 2
Views: 709

Cannot delete/destroy empty Blueprint

With a filled blueprint you can right click it and click the trashcan to delete it. With an empty blueprint you cannot. Currently afaik the only workaround for empty blueprints is to drop them / stick in chest / make into filled bp and delete. Would make more sense if we can actually delete the blan...
by CorBlimey
Sun Jun 11, 2017 10:42 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 220435

Re: [0.15.x] Bob's Mods: General Discussion

who is Bob ('s avatar)? Google image search isn't very helpful. Not stalking or anything :ugeek:

https://goo.gl/iAWzX8
by CorBlimey
Sun Jun 11, 2017 9:01 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 265
Views: 75386

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

hello. At custom UI scale of 150% (laptop resolution is so high yet screen so small I have to scale it up to avoid eye strain :D) the menu top left clips at the top left of the window preventing proper use / closing it etc. Not sure if this is a mod bug or a bug with the facotorio menu engine Edit: ...
by CorBlimey
Thu Jun 08, 2017 4:56 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 38893

Re: [0.12]Ideas, suggestions & discussion

Choumiko wrote:There is no FARL deathworld setting. Do you mean RSO biter generation?
whoops sorry, wasn't thinking. I meant RSO and had a brain-fart and ended up posting here :D

Anyway, keep up the good work. FARL is so damn good :D
by CorBlimey
Thu Jun 08, 2017 4:23 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 38893

Re: [0.12]Ideas, suggestions & discussion

is it just me or is FARL Deathworld biter density a little too low and 'easier' than the vanilla spawns?

wasn't thinking. Meant RSO :D
by CorBlimey
Sat Jun 03, 2017 5:18 pm
Forum: Ideas and Suggestions
Topic: Rename "Used up uranium fuel cell"
Replies: 9
Views: 2315

Rename "Used up uranium fuel cell"

"Used up uranium fuel cell" is a bit of a mouthful. Anything wrong with "Depleted fuel cell"? Or "Spent fuel cell"? Or "Depleted uranium fuel cell"? (ok the last one is more characters than the current, but fewer words ;-))
by CorBlimey
Fri Jun 02, 2017 7:33 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 232790

Re: [MOD 0.15] Orbital Ion Cannon 1.5.1

Installed this mod mid game to remove all those biter bases. Using Big Brother (might be relevant). had science ready, did the research for Ion Cannon and Auto targetting. Then launched a few Ion Cannons into the space. I hear the targetting sound going off, but i can't see the warnings on the mini...
by CorBlimey
Fri Jun 02, 2017 6:29 pm
Forum: Mods
Topic: [0.15.12+] Compound Furnaces 0.0.9
Replies: 5
Views: 1819

Re: [0.15.12+] Compound Furnaces 0.0.6

nice idea (haven't actually tried it as I have no need in my new-game yet to focus on UPS, but I've used equivalent ideas in other games that basically compound things together to reduce the number of actual in-game items for FPS reasons), but I think pollution implementation is definitely required ...
by CorBlimey
Fri Jun 02, 2017 6:15 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 244524

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

i guess it isn't a helpful or constructive point but, anyway, here goes - thanks for all your efforts. Makes things so much damn easier to test. I have accidentally now spent longer messing around with builds than I have on my current "main" game I am designing the BP's for :mrgreen: p.s. ...

Go to advanced search