Search found 14 matches
- Thu Mar 26, 2020 5:48 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1642928
Re: Bugs & FAQ
I fixed the smelting errors for the next release already. Not sure if you need that other recipe at all, will leave that be for now. I would recommend just enabled industry overhaul to have a pure angel run (new feature). The component and science overhaul is up to you, those are not needed if ...
- Thu Mar 26, 2020 12:46 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1642928
Re: Bugs & FAQ
Noticed this error when I started a new game...
Error.png
Edit: Here's another couple...
Another Error.png
Here's my mod list...
Mod List.png
Edit: Wanted to add that when I got these errors, I had Industries installed, but only the default features enabled in settings. By enabling all ...
Error.png
Edit: Here's another couple...
Another Error.png
Here's my mod list...
Mod List.png
Edit: Wanted to add that when I got these errors, I had Industries installed, but only the default features enabled in settings. By enabling all ...
- Sat Aug 24, 2019 10:09 am
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 36564
Re: Inserter behavior
I agree with you. Having inserters place items based on their own orientation would open up more options.
- Sat Aug 24, 2019 7:59 am
- Forum: Ideas and Suggestions
- Topic: Overhaul of Robots and Construction
- Replies: 0
- Views: 1011
Overhaul of Robots and Construction
TL;DR
I think the game could benefit from a redesign of robots and structure construction.
What ?
After reading the latest FFF over here , I thought of some ideas regarding logistics/construction robots. Paired with this suggestion is my own take on the suggested overhaul of structure ...
I think the game could benefit from a redesign of robots and structure construction.
What ?
After reading the latest FFF over here , I thought of some ideas regarding logistics/construction robots. Paired with this suggestion is my own take on the suggested overhaul of structure ...
- Sat Aug 24, 2019 4:51 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 165610
Re: Friday Facts #309 - Controversial opinions
Love that you guys went through these ideas. Here's my thoughts on them...
Inserters should not chase items
This seems like a solid idea. It may reduce the visual experience a bit, but I think it is worth the cost.
Blueprint import/export should be a modded feature
Yup. Definitely agree with ...
Inserters should not chase items
This seems like a solid idea. It may reduce the visual experience a bit, but I think it is worth the cost.
Blueprint import/export should be a modded feature
Yup. Definitely agree with ...
- Thu Jul 25, 2019 5:12 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 286892
Re: Friday Facts #304 - Small bugs; Big changes
Really like the changes. Speaking specifically of oil, can we get the ability to bury oil patches via explosives? When building decorative bases, having unmovable oil patches is kind of a pain.
I suppose an alternative or additional suggestion would be to allow paving tiles over resources (bricks ...
I suppose an alternative or additional suggestion would be to allow paving tiles over resources (bricks ...
- Sat Jan 13, 2018 12:24 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 493464
Re: Friday Facts #225 - Bots versus belts (part 2)
I've thought of another suggestion to solve the issue with robots being the best option, without eliminating robot only factories for those that love them.Klonan wrote:https://www.factorio.com/blog/post/fff-225
It would be another overhaul to the way things work now, but perhaps that is not a bad thing.
- Sat Jan 13, 2018 12:20 am
- Forum: Ideas and Suggestions
- Topic: Logistics Robot Overhaul
- Replies: 0
- Views: 1141
Logistics Robot Overhaul
Reading the recent FFF here , as well as the prior one, I've found myself agreeing that logistics robots are too strong currently.
We've been discussing this over on discord and with the help of those there, I've come up with a rough idea for an overhaul to the existing logistics system.
This ...
We've been discussing this over on discord and with the help of those there, I've come up with a rough idea for an overhaul to the existing logistics system.
This ...
- Fri Jan 12, 2018 6:49 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 493464
Re: Friday Facts #225 - Bots versus belts (part 2)
https://www.factorio.com/blog/post/fff-225
In response to this, I would have a suggestion. As nerfing bots too heavily would likely invoke a highly negative response from the community, perhaps implementing new content that is belt focused would be a means to keep them involved. My current ...
In response to this, I would have a suggestion. As nerfing bots too heavily would likely invoke a highly negative response from the community, perhaps implementing new content that is belt focused would be a means to keep them involved. My current ...
- Mon Apr 24, 2017 6:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] "Value must be a dictionary in property tree at ROOT.other"
- Replies: 52
- Views: 25464
Re: [0.15.0] "Value must be a dictionary in property tree at ROOT.other"
To those who also had the cloud sync option disappear for Factorio individually, it seems to be back now. You shouldn't have to turn off cloud sync Steam-wide anymore to work around the issue, just for Factorio individually.
- Mon Apr 24, 2017 5:53 pm
- Forum: Duplicates
- Topic: [0.15] ROOT.other error and Cloud Sync
- Replies: 0
- Views: 749
[0.15] ROOT.other error and Cloud Sync
Can we please get cloud sync turned back on from the backend, so that we can properly turn it off for Factorio until this bug is fixed? It seems that anyone who did not turn off their cloud sync before it was disabled by the developers, is stuck with cloud sync on for Factorio by default and as such ...
- Mon Apr 24, 2017 5:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] "Value must be a dictionary in property tree at ROOT.other"
- Replies: 52
- Views: 25464
Re: [0.15.0] Startup problem with Factorio
It seems something must have changed as the cloud save option has been removed. However, I am still experiencing the ROOT.other bug. Not sure how to solve this.
Edit:
I tested deleting the appdata for Factorio now that the option to cloud save seems disabled, and it seems Steam is still downloading ...
Edit:
I tested deleting the appdata for Factorio now that the option to cloud save seems disabled, and it seems Steam is still downloading ...
- Mon Apr 24, 2017 4:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] "Value must be a dictionary in property tree at ROOT.other"
- Replies: 52
- Views: 25464
Re: [0.15.0] Startup problem with Factorio
I am also getting this error. I've attempted to fully reinstall the game, including wiping my appdata folder for Factorio completely. The issue still persists. This is via the Steam version of the game.
- Tue Oct 25, 2016 3:03 am
- Forum: Releases
- Topic: Version 0.14.15
- Replies: 20
- Views: 18822
Re: Version 0.14.15
I am also having issues attempting to host due to the update. I actually had thought it was something else, and went through attempting to re-forward ports, and even call my ISP to question whether they had blocked something. I get the same error regarding being unable to establish external IP. One ...