Search found 24 matches

by SomeLazyBastard
Sun Aug 27, 2023 7:16 pm
Forum: Modding help
Topic: Removing information from stock UI?
Replies: 1
Views: 433

Removing information from stock UI?

It seems like all modding guides are focused on how to create new entities and recipes, which are probably the most popular categories of mod. Unlike most mods, I'm hoping to REMOVE something from a piece of the stock UI, namely the entity info box (the thing that pops up on the right whenever you m...
by SomeLazyBastard
Fri Jul 16, 2021 9:28 pm
Forum: Ideas and Requests For Mods
Topic: Spoiler-free title / menu screen
Replies: 1
Views: 1638

Spoiler-free title / menu screen

Although people who have been playing the game for years may have very little to learn from the title / menu screen, brand new players will be exposed to concepts which they might have preferred to discover on their own. For instance, the use of intermediary chests (and stack inserters) when loading...
by SomeLazyBastard
Mon Nov 18, 2019 1:39 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 329466

Re: Friday Facts #305 - The Oil Changes

I wonder if I remembered to leave a negative review in the Steam store, now that the dust has settled and Wube has made clear their commitment to turning the game into a certified casual-friendly experience with a horizontal difficulty curve. :mrgreen:
by SomeLazyBastard
Thu Aug 01, 2019 8:54 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 156688

Re: Version 0.17.60

V453000 wrote: ↑Tue Jul 30, 2019 2:45 pm As you can see, the FFF305 changes are the solution we have found to be the best. Please give it a try, and give it some time to see what the impacts will be.
Welp, time to pack it in, folks. Show's over, there's nothing left here anymore.

https://youtu.be/XvuM3DjvYf0?t=69
by SomeLazyBastard
Tue Jul 30, 2019 10:59 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 329466

Re: Friday Facts #305 - The Oil Changes

Are we basically witnessing a cynical process in which the game attracts a certain kind of audience who happily pay for the experience offered and then the game is gradually made less complex (e.g. removing recipe input limits on low level assemblers) in order to accommodate a more casual audience a...
by SomeLazyBastard
Wed Jul 03, 2019 3:38 am
Forum: General discussion
Topic: Is this a bug? (Laser damage bonus)
Replies: 3
Views: 1881

Re: Is this a bug? (Laser damage bonus)

Oh, thanks. Glad to know I'm not going crazy.
by SomeLazyBastard
Wed Jul 03, 2019 3:29 am
Forum: General discussion
Topic: Is this a bug? (Laser damage bonus)
Replies: 3
Views: 1881

Re: Is this a bug? (Laser damage bonus)

Some of my confusion may be due to my accidentally finding my way to this "archived" wiki entry: https://wiki.factorio.com/Laser_turret_damage_(research) Which doesn't apply to 0.17 and has much smaller damage per shot values. I guess there isn't a current wiki page which lists the actual ...
by SomeLazyBastard
Wed Jul 03, 2019 3:15 am
Forum: General discussion
Topic: Is this a bug? (Laser damage bonus)
Replies: 3
Views: 1881

Is this a bug? (Laser damage bonus)

I'm running the latest experimental build via Steam. I'd just launched my first satellite, used the space science packs to research the first laser damage upgrade which requires space science (upgrade 7), then later decided that I wanted to rely on gun turrets (with uranium ammo) so I loaded a save ...
by SomeLazyBastard
Sun Jun 09, 2019 1:44 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.47] Mouse buttons not performing mapped inventory action
Replies: 1
Views: 1985

[Rseding91] [0.17.47] Mouse buttons not performing mapped inventory action

Wanting to make frequently-performed tasks possible with just one hand instead of two, I tried mapping inventory actions like "Stack split" to various mouse buttons but these mappings are apparently not being honored in-game. As a concrete example (steps to reproduce): Clear any existing m...
by SomeLazyBastard
Wed Feb 27, 2019 1:20 am
Forum: Balancing
Topic: [0.17.0] Campaign: Biter attacks ramp up too quickly
Replies: 6
Views: 2691

Re: [0.17.0] Campaign: Biter attacks ramp up too quickly

I didn't realize that was the end of the campaign... I guess it's ok to have a bit of a difficulty spike at the end. I suppose telemetry will let you know if new players are having too hard of a time or not.
by SomeLazyBastard
Tue Feb 26, 2019 11:47 pm
Forum: Balancing
Topic: [0.17.0] Campaign: Biter attacks ramp up too quickly
Replies: 6
Views: 2691

[0.17.0] Campaign: Biter attacks ramp up too quickly

I met the requirement for magazines produced per minute due to the amount of steel plates I had queued up on the belt, but production then dropped off once the backlog had been worked through and about 10 minutes later all turrets ran out of ammo in spite of my constantly reloading them as fast as a...
by SomeLazyBastard
Thu Nov 22, 2018 12:00 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 239542

Re: Friday Facts #266 - Cleanup of mechanics

Friday Facts #266 - Cleanup of mechanics Let's make the game easier for confused casuals
Fixed that for you.
These changes range from "meh" to "WTF?".
Taking certain behaviors out of the engine entirely to the point where they can't be modded back in is beyond the pale.
by SomeLazyBastard
Wed Nov 14, 2018 3:41 am
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 58166

Re: 0.17 Hype?

Aeternus wrote: ↑Tue Nov 13, 2018 9:37 amI'm not partic--
( ぀ β—•_β—• )぀ GIVE 0.17
by SomeLazyBastard
Sun Nov 11, 2018 6:44 pm
Forum: General discussion
Topic: [Poll] Battery design that stabilizes 0.16.51
Replies: 53
Views: 21211

Battery companies and trademarks

https://storage.cpstatic.ch/storage/og_image/duracellr-plus-power--256411.jpg I hadn't seen Duracell packaging with a pink rabbit on it. I thought it must be a rip-off of the Energizer Bunny... http://www.energizer.com/images/default-source/bunny-center-images/welcome-bunnyus.png https://en.wikiped...
by SomeLazyBastard
Sat Nov 10, 2018 2:47 am
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 58166

Re: 0.17 Hype?

( ぀ β—•_β—• )぀
by SomeLazyBastard
Thu Oct 25, 2018 5:55 am
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 58166

(぀ β—•_β—• )぀ GIVE 0.17

( ぀ β—•_β—• )぀ GIVE 0.17
by SomeLazyBastard
Sun Feb 18, 2018 1:20 am
Forum: General discussion
Topic: Is there a mod that lets you name signals?
Replies: 3
Views: 2097

Re: Is there a mod that lets you name signals?

I'm going to try using the Quill mod (in-game notepad) to see if that's enough to get by.

Though the fact that you can't move the notepad window, resize the notepad window, or apply any transparency to the notepad window is kind of a bummer.
by SomeLazyBastard
Sun Feb 18, 2018 12:46 am
Forum: General discussion
Topic: Is there a mod that lets you name signals?
Replies: 3
Views: 2097

Re: Is there a mod that lets you name signals?

Alarms are certainly handy and I do use them for conditions which require manual oversight (though it would be nice if you had the option to display more than one alert icon at a time), but I'm looking to be able to name signals so that I can bring some sanity to my automation. Thanks though.
by SomeLazyBastard
Sun Feb 18, 2018 12:12 am
Forum: General discussion
Topic: Is there a mod that lets you name signals?
Replies: 3
Views: 2097

Is there a mod that lets you name signals?

Per the subject. I'd like to be able to rename the circuit network signals. It's not even necessary for the signal name to be visble when mousing over a utility pole, the names only have to be visible when mousing over each signal icon in the signal selection dialog (which would also be where you wo...

Go to advanced search