Search found 27 matches
- Sat Jan 06, 2018 11:32 am
- Forum: Not a bug
- Topic: [16.15] Unusual Search Results
- Replies: 1
- Views: 999
[16.15] Unusual Search Results
When playing along and searching in the crafting menu (via ctrl-f) for some basic resources, i found some unusual results. - A search for "coal" gave me the fill and empty oil barrel recipes and copper cable - A search for "iron" gave me some usual suspects, but also basic oil pr...
- Tue Dec 26, 2017 3:35 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 54883
Re: Friday Facts #222 - Christmas avalanche
kovarex wrote:Barrels are going to be 50.
Nope, not OK with this. Would much rather see the stack size change proposed above, please.
- Fri Aug 04, 2017 8:16 pm
- Forum: News
- Topic: Friday Facts #202 - High res circuit connectors
- Replies: 35
- Views: 18008
Re: Friday Facts #202 - High res circuit connectors
Worm in the roboport AAAHHHHHHHHHHHHH
- Mon Jul 03, 2017 5:37 pm
- Forum: Releases
- Topic: Version 0.15.27
- Replies: 18
- Views: 19246
Re: Version 0.15.27
RIP "Odd" sciences. They were Odd for a reason.
- Sat Jan 21, 2017 2:12 am
- Forum: Mods
- Topic: [MOD 0.15.x] Minimap autohide
- Replies: 23
- Views: 11586
Re: [MOD 0.14.x] Minimap autohide
Using Ctrl-B to hide the ammo/toolbar also seems to hide the cursor inventory as well.
- Sun Jan 15, 2017 2:29 am
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 79406
Re: Friday Facts #173 - Nuclear stuff is almost done
I was disappointed to hear about the loss of closed steam cycles, as i see this as the end of my dream of regenerative feed heating. Hopefully the devs can come up with some way of making the steam cycle just that much more complex. Seeing the difference between the steam engines and the steam turbi...
- Fri Dec 02, 2016 9:30 pm
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57074
Re: Friday Facts #167 - Reactors Operational
Yaaaaaas i love the new biome stuff. it'll be nice to see a new nauvis.
- Fri Nov 25, 2016 11:25 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63583
Re: Friday Facts #166 - Combat Revisit
I haven't played with biters in hundreds of hours, instead using a mod that gives me alien artifacts separately. Even if combat was changed / balanced, I don't see any reason why I would play with them anyway. The fact is, there's no automated way of dealing damage to biters offensively. Gimme a mor...
- Thu Nov 03, 2016 8:25 pm
- Forum: Technical Help
- Topic: Chrome Blocking Mod Downloads
- Replies: 1
- Views: 1336
Chrome Blocking Mod Downloads
I googled around and havent seen anyone with this issue yet, but with Version 54.0.2840.71 m of Chrome, I'm getting malware warnings for any mods downloaded from the mod portal that were made for version .14 and above. Screenshot: http://imgur.com/a/K6B78 While easy enough to recover, and could be c...
- Fri Jun 10, 2016 7:40 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 61954
Re: Friday Facts #142 - Playtesting
Whats that fancible new crane?
- Fri May 06, 2016 7:38 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71373
Re: Friday Facts #137 - The release scarecrow
My two cents: NOOOOOOOOOOOOOOOOOOOOOOOOOOO. also, NOOOOOOOOOOOOOO. In all seriousness: i love that inserter stack bonus, it helps with my coal delivery through my boilers. If the change is modable, i'll be the first one to download "restore my inserter stack bonus", otherwise, give me some...
- Fri Apr 29, 2016 12:17 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 286826
Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates
Yay! Thank you, Mr. Awesome Mod Developer!
- Fri Feb 05, 2016 7:01 pm
- Forum: News
- Topic: Friday Facts #124 - Steam Status I
- Replies: 121
- Views: 107704
Re: Friday Facts #124 - Steam Status I
New icons for Combat Bots? Hurray!
- Wed Mar 25, 2015 1:17 am
- Forum: Ideas and Suggestions
- Topic: Factorio Fluid System Changes
- Replies: 18
- Views: 10756
Factorio Fluid System Changes
Upon a discussion on #factorio about the realism of the fluid system in factorio, Iβd like to propose the following changes. The current abstraction of the fluid system as Quantity / temperature is slightly too unrealistic, and limits the amount of modding that occurs when fluids could be just as am...
- Mon Mar 02, 2015 4:20 am
- Forum: Show your Creations
- Topic: Massively Multiplayer Part 2: 100M Green Circuits
- Replies: 15
- Views: 19134
Re: Massively Multiplayer Part 2: 100M Green Circuits
Now at 28:20:00 and 16 unique visitors. Trains are now 11 to the biter's 9. Circuits are still flowing in and out, but we finally turned to a net positive after boosting red circuit production. Overall base picture: http://i.imgur.com/G1lxTQO.png Area of highest pollution (at the steam engines, who ...
- Fri Feb 27, 2015 1:09 pm
- Forum: Show your Creations
- Topic: Massively Multiplayer Part 2: 100M Green Circuits
- Replies: 15
- Views: 19134
Re: Massively Multiplayer Part 2: 100M Green Circuits
So, continuing on, we're now at 21:30:00 Pic: http://i.imgur.com/V6tIT9o.png The south wall has been completed, and bioreactor production has been increased to help the increased demand on red circuits for module production. Due to an unfortunate engineering mistake, all the green circuits got sucke...
- Mon Feb 23, 2015 12:31 am
- Forum: Show your Creations
- Topic: Massively Multiplayer Part 2: 100M Green Circuits
- Replies: 15
- Views: 19134
Re: Massively Multiplayer Part 2: 100M Green Circuits
Addendum: The current List of Rules for MP Rule 1: The train tracks are probably live. Rule 2: Ask BEFORE you connect, not after. Rule 3: Alien artifacts never go in the Loginet. Rule 4: The train tracks are definitely live. CHOO CHOO MOTHERFUCKER Rule 5: Put your stuff in a box when you leave. Rule...
- Mon Feb 23, 2015 12:29 am
- Forum: Show your Creations
- Topic: Massively Multiplayer Part 2: 100M Green Circuits
- Replies: 15
- Views: 19134
Re: Massively Multiplayer Part 2: 100M Green Circuits
State of the game: 19:07:40 Iron running low. Sanity running lower. State of the base: North and east walls expanded. http://i.imgur.com/Z0eaZSi.png Iron shortage is hurting circuit storage goal. Current visitor count: 11 Death count: Trains: 3 ; Biters : 7 Steady-State IDLE laser power demand: 17 m...
- Mon Feb 23, 2015 12:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] Crash on attempt to remove station when none exist
- Replies: 1
- Views: 2339
[0.11.16] Crash on attempt to remove station when none exist
On 11.16, attempting to remove a train station from a schedule when no stations are on the schedule will cause a game crash. Reproducible with save provided. I vaguely remember this being an issue before, but a non-game crashing error message would be nice. Screenshot: http://i.imgur.com/QFdmafD.png...
- Tue Feb 03, 2015 4:02 am
- Forum: General discussion
- Topic: Game stops for autosave - thoughts?
- Replies: 33
- Views: 13997
Re: Game stops for autosave - thoughts?
My two cents: an option for "silent autosaves" that reverts to the previous way?