Search found 93 matches

by deer_buster
Sat Nov 24, 2018 7:14 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 6858

Re: Friday Facts #270 - HR Substation & Save/Load overview

Tall sizes for the shirts would be much appreciated
by deer_buster
Fri Oct 26, 2018 3:55 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 573
Views: 33543

Re: Friday Facts #266 - Cleanup of mechanics

I'm very glad to hear about the change to assembly machines. I've always felt like I had to rush blue assemblers - despite their expensive early game cost - because greys just can't make too many basic recipes. Now I'll be able to delay upgrading to blues a bit and focus more on automating early ga...
by deer_buster
Fri Oct 05, 2018 8:03 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 7897

Re: Friday Facts #263 - Trains in blueprints

posila wrote:
Fri Oct 05, 2018 7:42 pm
Upgrade planner doesn't mess up braided belts, people mess up braided belts.
-or-
Upgrade planner is a good servant but a bad master.
PICNIC
by deer_buster
Fri Oct 05, 2018 3:32 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 7897

Re: Friday Facts #263 - Trains in blueprints

V453000 wrote:
Fri Oct 05, 2018 3:19 pm
Serenity wrote:
Fri Oct 05, 2018 3:14 pm
Looks great
The last tweak I'm considering is to allow blueprints to contain the fuel insertion info
Also consider adding the cargo wagon filters
That's already there. :)

Nice
by deer_buster
Fri Oct 05, 2018 3:31 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 7897

Re: Friday Facts #263 - Trains in blueprints

Looks great The last tweak I'm considering is to allow blueprints to contain the fuel insertion info Also consider adding the cargo wagon filters yes, please!!!! Well, another tweak would be making filtering cargo wagons easier, such as a copy to all slots function, and ability to filter fluid wago...
by deer_buster
Fri Aug 03, 2018 4:48 pm
Forum: Mod portal Discussion
Topic: Mod portal wishlist Mk XIV
Replies: 4
Views: 349

Re: Mod portal wishlist Mk XIV

- The mod portal should be able to read the zip files' change logs. It's an unnecessary task to have to publish changes in two or three places. Yes, please! - In the game client, we need more granular control over which mods get updated. Furthermore, it would be a lot better if we could see the cha...
by deer_buster
Sat Jun 23, 2018 6:04 am
Forum: Modding interface requests
Topic: choose-elem-button type filtering
Replies: 2
Views: 208

Re: choose-elem-button type filtering

Bumping up this request :)
by deer_buster
Fri Jun 08, 2018 6:05 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 14508

Re: Friday Facts #246 - The GUI update (Part 3)

Suggestion: With the presets, give us an option to save current settings as Custom Presets
by deer_buster
Fri Jun 01, 2018 3:34 am
Forum: Releases
Topic: Version 0.16.47
Replies: 69
Views: 12876

Re: Version 0.16.47

Jap2.0 wrote:and I know plenty of people in the US who speak poor English.
this...
by deer_buster
Tue May 29, 2018 5:37 pm
Forum: Releases
Topic: Version 0.16.46
Replies: 7
Views: 6432

Re: Version 0.16.46

yes. it will, eventually :D But, really, we could play with 100+ mods on almost any version released during last year. I think it is more stable than most (80%+) of other sandboxes with mods. I agree, that one thing is missing now: trust that updating to new version will not make game unplayable. I...
by deer_buster
Thu May 03, 2018 5:19 am
Forum: Releases
Topic: Version 0.16.40
Replies: 10
Views: 7407

Re: Version 0.16.40

steinio wrote:Just don't save in 0.16.40 and revert to. 39.

It's an alpha game.
Multiplayer server...don't control the saves...ah well, live and learn...or don't...either way...
by deer_buster
Thu May 03, 2018 3:57 am
Forum: Releases
Topic: Version 0.16.40
Replies: 10
Views: 7407

Re: Version 0.16.40

Hydro Engineer wrote:I had three trains in one pileup and I only have 4 trains. :( The fourth train was on its own circuit.
Aren't all trains supposed to be on their own circuit?? :D

Oh, wait, no...they aren't...I lost sooooo many nuclear fueled trains............
by deer_buster
Sat Apr 28, 2018 3:38 am
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 6347

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Someone just commented to me that they would like to see splitters and undergrounds replace belts, but not the other way around . I would definitely be happy with such a solution! Yeah, you almost NEVER need it the other way, but almost always need to replace a belt with splitters/undergrounds....m...
by deer_buster
Tue Apr 24, 2018 8:03 pm
Forum: Modding interface requests
Topic: choose-elem-button type filtering
Replies: 2
Views: 208

choose-elem-button type filtering

I would like to be able to filter available selections to specific type(s) for each button. For instance, I want to limit one choose-elem-button to type={"ammo-turret","artillery-turret"} and ammo-category {"bullet","artillery-shell"} for the other.
by deer_buster
Mon Apr 23, 2018 9:22 pm
Forum: Modding help
Topic: choose-elem-button type filtering
Replies: 1
Views: 106

choose-elem-button type filtering

I would like to filter available selections to specific type(s) for each button. For instance, I want to limit one choose-elem-button to type={"ammo-turret","artillery-turret"} and ammo-category {"bullet","artillery-shell"} for the other. Is there any way to do this currently?
by deer_buster
Tue Apr 17, 2018 5:32 am
Forum: General discussion
Topic: Remove Blueprint Importing?
Replies: 27
Views: 2994

Re: Remove Blueprint Importing?

Dunno how most other people do it, but I probably spend at least 3x more time utilizing Creative Mode mod to optimize layouts for my current game, than I spend in my actual game. If I couldn't utilize the blueprint library to save my work between the different instances, I would be really kind of ir...
by deer_buster
Sun Apr 08, 2018 2:06 am
Forum: Modding help
Topic: Add blueprint via mod?
Replies: 3
Views: 181

Re: Add blueprint via mod?

that will be a huge mess. Can I do something with like a .dat file?
by deer_buster
Sat Apr 07, 2018 7:04 pm
Forum: Modding help
Topic: Add blueprint via mod?
Replies: 3
Views: 181

Add blueprint via mod?

I "think" it can be done, but is there any way to provide a specific blueprint to the player via a mod?
by deer_buster
Sat Apr 07, 2018 6:31 pm
Forum: Modding help
Topic: Cliffs preset?
Replies: 2
Views: 152

Re: Cliffs preset?

thanks, I hadn't looked at that file, that's pretty handy.
by deer_buster
Sat Apr 07, 2018 4:32 am
Forum: Modding help
Topic: Cliffs preset?
Replies: 2
Views: 152

Cliffs preset?

How can I default the cliffs settings to a value, other than "Medium"...such as "None" or "Very Big"? It isn't a valid autoplace_control (tried "cliff", "cliffs", etc.)

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