Search found 15 matches
- Wed Dec 13, 2017 10:05 pm
- Forum: Duplicates
- Topic: [0.16.1] Crash on macOS before startup
- Replies: 3
- Views: 1490
[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.
- Mon May 01, 2017 8:49 pm
- Forum: Resolved Problems and Bugs
- Topic: Desync while deleting blueprint
- Replies: 5
- Views: 1852
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
https://www.dropbox.com/s/gmsq2yvf0bxwh ... 3.zip?dl=0
- Sun Apr 30, 2017 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: Desync while deleting blueprint
- Replies: 5
- Views: 1852
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...
- Sat Mar 25, 2017 8:14 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 76134
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 ...
- Fri Mar 24, 2017 6:23 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 76134
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 ...
- Wed Feb 15, 2017 4:04 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 178533
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...
- Sun Feb 12, 2017 8:31 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 178533
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...
- Sat Feb 11, 2017 11:11 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 178533
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...
- Fri Feb 10, 2017 2:31 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 178533
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...
- Tue Feb 07, 2017 5:15 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 178533
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...
- Mon Feb 06, 2017 9:21 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 178533
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, ...
- Sat Feb 04, 2017 1:51 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576760
Re: Development and Discussion
All recipes for hydro refining return red and blue geodes for me. I haven't seen other ways to get geodes.Light wrote: 2. All geodes come from chunk creation, not just red or blue.
- Fri Feb 03, 2017 12:45 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576760
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...
- Thu Oct 20, 2016 9:04 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Realistic steam-engine
- Replies: 1
- Views: 2682
[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 ...
- Wed Oct 19, 2016 7:50 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Enemy overhaul
- Replies: 0
- Views: 1861
[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...