Search found 99 matches

by deer_buster
Tue Jun 25, 2019 2:22 am
Forum: Releases
Topic: Version 0.17.52
Replies: 18
Views: 11081

Re: Version 0.17.52

Working for me now....
by deer_buster
Mon Jun 24, 2019 4:48 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 13544

Re: Version 0.17.12

Changes The Install Mods GUI will now automatically install required dependencies. OMG!!! Love this! Would love this too if it extended to upgrading mods. Which it (as I just found out) doesn't. So, any mod that gains a dependency in an upgrade does NOT get that dependency auto-installed. And findi...
by deer_buster
Mon Jun 24, 2019 4:43 pm
Forum: Releases
Topic: Version 0.17.52
Replies: 18
Views: 11081

Re: Version 0.17.52

Automatic updater is still broken for me: Info HttpSharedState.cpp:145: Downloading https://updater.factorio.com/updater/get-download?package=core-linux64&from=0.17.50&to=0.17.51&isTarget=false&username=DaveMcW&token=<private>&apiVersion=2 Info HttpSharedState.cpp:146: Statu...
by deer_buster
Thu Mar 14, 2019 6:54 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 13544

Re: Version 0.17.12

FactorioBot wrote: ↑
Thu Mar 14, 2019 6:44 pm
Changes
  • The Install Mods GUI will now automatically install required dependencies.


OMG!!! Love this!
by deer_buster
Thu Mar 07, 2019 9:24 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 3939

Re: Idling player should delete/place ghosts in reach

I don't think any solution should replace construction bots, or do anything automatically, even within reach. What it should do is act like it does with ghost power poles, and that is to place the item in hand ONLY on the ghost that matches the entity type, if a key is pressed, like shift, alt or co...
by deer_buster
Wed Mar 06, 2019 4:00 am
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 3939

[0.17] Replacing Ghosts with Entities

TL;DR Allow a hotkey press to place entities ONLY over ghosts that have already been placed ala how the power poles handle it (albeit without a hotkey) What ? Just like how the power poles place over ghosts already placed, allow us the ability to place all other entities over their ghost with a hot...
by deer_buster
Sat Nov 24, 2018 7:14 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 19471

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: 583
Views: 106618

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: 20221

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: 20221

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: 20221

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: 1075

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: Implemented mod requests
Topic: choose-elem-button type filtering
Replies: 2
Views: 532

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: 32342

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: 22459

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: 8504

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: 9909

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: 9909

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: 11726

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: Implemented mod requests
Topic: choose-elem-button type filtering
Replies: 2
Views: 532

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.

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