Search found 15 matches

by Darkas
Wed Dec 13, 2017 10:05 pm
Forum: Duplicates
Topic: [0.16.1] Crash on macOS before startup
Replies: 3
Views: 1280

[0.16.1] Crash on macOS before startup

The game crashes for me before it even creates a window or a log file. The exact same thing happened on 0.16.0 before. I'm on an early 2015 13 inch rMBP with macOS 10.12.6.
by Darkas
Mon May 01, 2017 8:49 pm
Forum: Resolved Problems and Bugs
Topic: Desync while deleting blueprint
Replies: 5
Views: 1649

Re: Desync while deleting blueprint

I see, I thought that this might be an unusually big desync report.

https://www.dropbox.com/s/gmsq2yvf0bxwh ... 3.zip?dl=0
by Darkas
Sun Apr 30, 2017 4:42 pm
Forum: Resolved Problems and Bugs
Topic: Desync while deleting blueprint
Replies: 5
Views: 1649

Desync while deleting blueprint

I had a desync while deleting (removing the item, not clearing it) a blueprint from a blueprint book in my inventory. I did this multiple times (like 20x) before, and no desync happened. There is not much else to say, I don't know how to reproduce it, no mods were involved and I did not use the blue...
by Darkas
Sat Mar 25, 2017 8:14 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69516

Re: Friday Facts #183 - Aiming for the release date

We are considering whether it should be possible or not to build ghosts, blueprints and use deconstruction planner from the map Please, don't implement it. I don't want Factorio to become regular strategy game with upside-down view. Factorio is unique not only in what we can do, but also in how we ...
by Darkas
Fri Mar 24, 2017 6:23 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69516

Re: Friday Facts #183 - Aiming for the release date

If there is some time for minor improvements right now, may I make some suggestions? There are some mods that do tiny jobs which I feel improve the quality of life a lot: Picker extended, which puts the entity you are hovering over with the mouse in your hand, if you have it in your inventory. Copy ...
by Darkas
Wed Feb 15, 2017 4:04 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 160132

Re: [0.14.x] Bob's Mods: General Discussion

... sadly, can't find that post now, might be i read it wrong, and backlog starts with +200% not at 200%, still it's there, since it can be observed, when you remove productivity modules. as for your calculation example, it's fine, works for rockets, but what about other chains? you think rockets h...
by Darkas
Sun Feb 12, 2017 8:31 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 160132

Re: [0.14.x] Bob's Mods: General Discussion

I favour a different direction. Productivity modules can be used in too many processes. Imo, they should not be able to be used for intermediates, and only for the very find processing steps, such as iron ore > iron, but not even for iron > steel. That way, they can't multiply with themselves. Also...
by Darkas
Sat Feb 11, 2017 11:11 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 160132

Re: [0.14.x] Bob's Mods: General Discussion

I favour a different direction. Productivity modules can be used in too many processes. Imo, they should not be able to be used for intermediates, and only for the very find processing steps, such as iron ore > iron, but not even for iron > steel. That way, they can't multiply with themselves. Also...
by Darkas
Fri Feb 10, 2017 2:31 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 160132

Re: [0.14.x] Bob's Mods: General Discussion

Same here, I like the upgrading, but there are too many intermediates. But also, getting back iron and copper seems hardly an issue, I have never had the situation of having too much of these, rather you have too much of the late game metals (and nickel), especially with angels mods, where I regular...
by Darkas
Tue Feb 07, 2017 5:15 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 160132

Re: [0.14.x] Bob's Mods: General Discussion

Wikipedia tells me that using ceramic balls instead of steel increases their operation speed up to 40%. So maybe have ceramic bearing balls + steel -> ceramic bearing recipe? But I cannot imagine using titanium or nitinol used in bearings or gear wheels. Titanium is used for its lightness (in the a...
by Darkas
Mon Feb 06, 2017 9:21 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 160132

Re: [0.14.x] Bob's Mods: General Discussion

Let me start with saying that I love bob's mods and I've played about 5 games with them, currently I'm playing bobsangelthon. With that out of the way, I have 2-3 big issues: First, the modules. Even with god and mixed modules disabled, they are insanely strong and cheap, compared to the base game, ...
by Darkas
Sat Feb 04, 2017 1:51 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1391995

Re: Development and Discussion

Light wrote: 2. All geodes come from chunk creation, not just red or blue.
All recipes for hydro refining return red and blue geodes for me. I haven't seen other ways to get geodes.
by Darkas
Fri Feb 03, 2017 12:45 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1391995

Re: Development and Discussion

I am playing with UP and I find it very frustrating that I cannot use the flourite ore generated by the waste water in the production chain of UP. At least it should be doable to make the flourite out of flourite ore. Also, the geodes which are not red or blue are only coming from mining stone right...
by Darkas
Thu Oct 20, 2016 9:04 pm
Forum: Mods
Topic: [MOD 0.14.x] Realistic steam-engine
Replies: 1
Views: 2490

[MOD 0.14.x] Realistic steam-engine

Type: Mod Name: Realistic steam-engine Description: Makes steam-engines more realistic by decreasing their water consumption License: LGPL Version: 0.1 Release: 2016-10-20 Tested-With-Factorio-Version: 0.14 Category: Balance, Gameplay Tags: Power The main point of this mod is to force the player to ...
by Darkas
Wed Oct 19, 2016 7:50 pm
Forum: Mods
Topic: [MOD 0.14.x] Enemy overhaul
Replies: 0
Views: 1734

[MOD 0.14.x] Enemy overhaul

Type: Mod Name: Enemy overhaul Description: Makes combat more meaningful and less repetitive License: LGPL Version: 0.1 Release: 2016-10-19 Tested-With-Factorio-Version: 0.14 Category: Balance, Gameplay Tags: Enemies, Weapons This mod is meant to be played with enemy bases set to very low and very b...

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