Search found 426 matches

by Light
Mon Jan 14, 2019 6:10 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 8249

Re: Friday Facts #277 - GUI progress update

While you're revamping the GUI, how about an option to click on an alarm to silence it for 5 minutes? When my low-oil alarm goes off it's going to take me a while to fix it. The continuous alarm is annoying and masks any new alarms such as a biter invasion. This can be remedied with additional circ...
by Light
Sun Jan 13, 2019 10:36 pm
Forum: Bob's mods
Topic: Bob's power solar only?
Replies: 4
Views: 142

Re: Bob's power solar only?

I've uploaded the mod with everything removed aside from solar power and power poles. I can't guarantee compatibility with other mods, so if issues occur then values of steam turbines and heat exchanges can be returned to vanilla values for the same effect. I'd still suggest creating your own reacto...
by Light
Sat Jan 12, 2019 9:05 am
Forum: Mods
Topic: Modpacks for Team Multiplayer
Replies: 1
Views: 63

Re: Modpacks for Team Multiplayer

Unfortunately, AutoPvP isn't updated for 0.16, so... Install both Creative Mode and Spacebook . With creative mode you'll want to brush resources into starting areas for other teams. Try to keep the resources from being just a square and ensure they're balanced with other areas. You may then save th...
by Light
Sat Jan 12, 2019 3:03 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 8249

Re: Friday Facts #277 - GUI progress update

Honestly, I'd rather see 0.17 released ASAP with the UI continuously worked on while it's experimental. While it seems there's a lot of work to be done with it, there's also a lot of mod work to be done as well. The longer we wait for release, the longer it also takes for mod developers to update th...
by Light
Sat Jan 12, 2019 2:35 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 817
Views: 101350

Re: [0.16.x] Bob's Mods: General Discussion

Probably don't need all of those tiers, but... Tier AND material, doesn't sound like a bad idea. Steel -> Cobalt -> Titanium -> Tungsten Carbide? then maybe diamond on top. We'll see. I'd like to suggest that those who use warfare could get an extra tier using alien science. Essentially creating an...
by Light
Fri Jan 11, 2019 8:44 am
Forum: Bob's mods
Topic: Feedback
Replies: 315
Views: 22514

Re: Feedback

I then wonder what the intention was behind the pollution creating modules. As I totally understand all of the others, but this one in particular is a bit confusing. I can see a reason to make certain area pollute more to attract biters and spitters to more heavily fortified defenses, as a way to b...
by Light
Fri Jan 11, 2019 8:28 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 817
Views: 101350

Re: [0.16.x] Bob's Mods: General Discussion

I used to go straight for the diamond pickaxe through the gem processing long before ever unlocking some of the others like titanium and tungsten. Will this no longer be possible? I'm also guilty of using early diamonds to bypass upgrades and yet it felt like cheating due to the massive jump in spe...
by Light
Fri Jan 11, 2019 8:14 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 2812
Views: 386643

Re: Development and Discussion

Apart from the Pressure Tank, all Angel Fluid Tanks have the same capacity/tile. Since the small tanks are more flexible, there is virtually no reason at all to build the larger variants. I'd suggest giving the larger tanks an increasingly higher capacity/tile to promote actual variety between the ...
by Light
Fri Jan 11, 2019 7:09 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11539

Re: Friday Facts #276 - Belt item spacing & Script rendering

As someone who also creates perfect ratio designs, I'm actually not that upset about the change whatsoever. Having to redesign everything may seem like a major pain in the ass, but revisiting old blueprints and updating them with some potential design improvements just means doing more of what made ...
by Light
Fri Jan 04, 2019 9:31 am
Forum: Angels Mods
Topic: Smelting lead tier 3 worse than tier 2.
Replies: 9
Views: 370

Re: Smelting lead tier 3 worse than tier 2.

The cement recipe may seem worse but it produces twice the yield per machine. This means nearly half the footprint (land) is needed while keeping a belt full. Depending on your goal, it's better to spend a bit more for faster/larger yields once you get mid-late game and resources are plentiful. Tier...
by Light
Thu Nov 29, 2018 5:55 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 111
Views: 13234

Re: [MOD 0.16] Realistic Reactors

Sorry if this has already been asked, but is this mod compatible with other mods that introduce new reactor fuels? Specifically, I'm wondering if it's compatible with MadClown's nuclear mods. The dynamic fuel type formula isn't compatible with MadClown's (Which I also use), so you'll be forced to u...
by Light
Tue Nov 13, 2018 7:17 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 2812
Views: 386643

Re: Development and Discussion

Would it possible to add a difficulty setting or something that makes it so catalysts don't get consumed? i.e., a recipe that uses a green metal catalyst would output a green metal catalyst instead of an empty catalyst frame. It doesn't make much sense that I constantly have to pour four different ...
by Light
Fri Nov 09, 2018 11:31 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 9087

Re: Friday Facts #268 - The modern Biter

It still looks like it belongs on a plate.
by Light
Thu Nov 08, 2018 4:56 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 117
Views: 9181

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

And there hasn't been given any clue on when the announcement of the date of the announcement was expected to be announced either. Here, have a painkiller for your headache :) Any indication on when you will not make any announcements about the date? https://i.imgflip.com/12zgp8.jpg Sorry Sir, they...
by Light
Sun Nov 04, 2018 5:29 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 579
Views: 34305

Re: Friday Facts #266 - Cleanup of mechanics

Another thing that might help is to have a clear list of what is and is not still moddable, and perhaps a justification (whether it's accepted or not) for removing what you did from the engine. Then people wouldn't need to speculate and extrapolate. I don't know reasoning beyond what was in FFF Pic...
by Light
Fri Nov 02, 2018 8:44 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 117
Views: 9181

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

I was going to offer a suggestion but given how last weeks news went unmentioned and the changes already done, I wondered what would be the point of doing so.

Seems like I'm in the same boat as Bob right now.
by Light
Fri Nov 02, 2018 8:38 pm
Forum: Bob's mods
Topic: Feedback
Replies: 315
Views: 22514

Re: Feedback

I wouldn't count the article as fact quite yet. Removing backend features is going to be a destructive move and the backlash is already strong enough from the mere suggestion of removal at all. I have source access, remember? I downloaded the latest version of 0.17, and everything they said in the ...
by Light
Fri Nov 02, 2018 8:26 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 579
Views: 34305

Re: Friday Facts #266 - Cleanup of mechanics

My standalone 0.16 folder now has a permanent spot on the PC for myself and my close friends. We can enjoy the game before it was dumbed down and destructive to the mods that define Factorio for us. This is because: I have source access, remember? I downloaded the latest version of 0.17, and everyth...
by Light
Mon Oct 29, 2018 6:18 pm
Forum: Bob's mods
Topic: Feedback
Replies: 315
Views: 22514

Re: Feedback

I wouldn't count the article as fact quite yet. Removing backend features is going to be a destructive move and the backlash is already strong enough from the mere suggestion of removal at all. It does seem like the devs have lost focus (Again), and it wouldn't entirely surprise me if the next artic...
by Light
Mon Oct 29, 2018 7:03 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 579
Views: 34305

Re: Friday Facts #266 - Cleanup of mechanics

Pickaxes add *literally nothing* to the actual gameplay, other than potentially giving the wrong impression at the start of the game that you'll be doing lots of work yourself (see: Minecraft influences). Literally nothing, eh? Glad to know Wube added a Pickaxe just for aesthetic reasons and nothin...

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