Search found 14 matches

by Murdersquish
Tue May 26, 2020 9:12 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 31584

Re: Version 0.18.27

Blacky007 wrote: ↑
Tue May 26, 2020 7:40 pm
I think the elektric miner needs a rework - it looks to much after the burner miner
I concur. Hil*, two posts up, does a good job of explaining the problem.
by Murdersquish
Tue May 26, 2020 9:11 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 31584

Re: Version 0.18.27

I'm already used to the new icons. They're great.

I like the sound changes, and the subdued aspect of many of them. Unfortunately, opening and closing an assembler is now Incongruously harsh. I know it's been a staple sound for all these years, but it's out of place and due for a change.
by Murdersquish
Fri Mar 15, 2019 9:32 pm
Forum: Mods
Topic: [Mod 1.1] Power Armor MK3
Replies: 100
Views: 60712

Re: [Mod 0.17] Power Armor MK3

I was looking at the mod on the portal and I see images for belt immunity and nightvision. Both of those are already in vanilla. What purpose does the versions in MK3 serve? More better? (Though not sure how more better you can get than "immunity" :D)
by Murdersquish
Sun Mar 03, 2019 10:31 pm
Forum: Duplicates
Topic: [0.17.4] Crash when changing research
Replies: 1
Views: 745

Re: [0.17.4] Crash when changing research

It is repeatable. 1) Load the save; 2) Open the research screen and press X on the first of the two items in the research queue; 3) Select Artillery range increase and click Start Researching; and 4) Press ESC (not sure if that is the final straw). However, I can prevent the crash if: 1) Load the sa...
by Murdersquish
Sun Mar 03, 2019 10:24 pm
Forum: Duplicates
Topic: [0.17.4] Crash when changing research
Replies: 1
Views: 745

[0.17.4] Crash when changing research

1) Open research;
2) Click on the X in the research queue for the current and only item;
3) Click on the new research (artillery range tech 2);
4) Click on Start Researching; and
5) BOOM.

Attached is the log file, dump, and the latest autosave (no mods).
by Murdersquish
Fri Mar 01, 2019 10:31 pm
Forum: Campaign / Scenario suggestions
Topic: [Suggestion] Have computron warn when an output is full
Replies: 1
Views: 1153

[Suggestion] Have computron warn when an output is full

A full output could stump the new player. I actually scratched my head when an inserter wasn't inserting iron plates into the assembler even though it had no iron plates. It was because the output was full of green circuits.
by Murdersquish
Fri Mar 01, 2019 9:35 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.4] Can not click inventory or menu buttons
Replies: 16
Views: 6186

[Twinsen][0.17.4] Can not click inventory or menu buttons

Hello. Unfortunately this bug report will not come with a save file as I had to CTRl-ALT-DELETE kill the Factorio process. I was doing the introductory scenario when I lost the ability to click items in my inventory nor could I click the menu buttons (ESC menu). I could click on structures. This was...
by Murdersquish
Thu Aug 18, 2016 2:35 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 102829

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Feature Request: Alpha Nixie input for ASCII value

For instance, the BLACK signal is reserved for ASCII values. If I use a constant combinator to output BLACK=58, the the alpha nixie would display a colon (":").
by Murdersquish
Thu Aug 18, 2016 2:27 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 102829

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Howdy. What's a way to get leading zeros? I have a display that outputs MM SS, composed of two sets of two numeric nixie tubes. It works great save for one niggle. When the SS < 10, there's no leading zero and it looks funny. For the MM, the lack of a leading zero is fine (and preferred). If I'm mis...
by Murdersquish
Mon Aug 15, 2016 11:45 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 195337

Re: Solar panels less of a no-brainer

Wow, so many pages. Solar power is not free as people are wont to say. There's the resources for science investment, the resources to build the panels and accumulators, and the opportunity cost for not using the resources for other things. Solar power's more like an investment that may (probably) pa...
by Murdersquish
Fri Aug 12, 2016 3:39 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 82826

Re: Friday facts #151 - The plans for 0.14

Heck, forget launching it into space. My words are backed by NUCLEAR WEAPONS! Dirty bomb those stinking aliens. Exploded nuclear weapons and waste should push the evolution factor. To that end, I think in the "conventional" game, the evolution factor can only go to 100%, and weaponizing nu...
by Murdersquish
Thu Aug 04, 2016 8:55 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424967

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.5

Thanks to both of you for your information. Where is that tuning knob at in the config files (and which mod)? I want to knock it back down to probably 1x. I don't mind the increased challenge, but I don't want to rush my factory to compensate for it.
by Murdersquish
Thu Aug 04, 2016 6:09 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424967

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.5

I have a question about: Pollution Evolution Factor 2.5x vanilla Does this only come into play if an alien nest is polluted? I ask because I've currently been plodding along without pollution overlapping any alien colonies (only one is visible on radar and it's far away) and my evolution factor is j...
by Murdersquish
Mon Aug 01, 2016 5:58 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281055

Observations after ~20 hours of play

Howdy. I really like the mod. I'm looking forward to trying it with Natural Evolution as I've never played with that mod, but since Terminators are OP as eff... :) I wanted to offer my anecdotal feedback after playing with Robot Army for about 20 hours--from start to game finish. In no particular or...

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