Search found 259 matches

by HurkWurk
Sat Mar 30, 2019 3:50 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 138057

Re: [0.17] Please post bugs and balance issues here.

cross posting this here, also posted on the big-bags mod thread: mod conflict with factorio version 17.23 and bob's logsitics 17.5 and big bags 1.0.30. something about "factorio failed to load mods technology worker-robots-storage infinite research followed by level 5" i believe bobs is se...
by HurkWurk
Sat Mar 30, 2019 3:47 am
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 125106

Re: [MOD 0.13] Big Bags - more space in your bags

mod conflict with factorio version 17.23 and bob's logsitics 17.5 and big bags 1.0.30. something about "factorio failed to load mods technology worker-robots-storage infinite research followed by level 5" i believe bobs is setting worker storage to infinite, and you are trying to extend it...
by HurkWurk
Thu Feb 28, 2019 6:43 pm
Forum: Duplicates
Topic: Fluid mixing prevention and multiple recipe setups
Replies: 12
Views: 2682

Re: Fluid mixing prevention and multiple recipe setups

This is a bug. Already been reported Why is that a bug? The "problem" as I see it is that when you change the recipe the fluids in the chemical plant flow back out into the pipe(s) if there is space (right?). So if the water pipe connected to the light oil input is empty then it would fil...
by HurkWurk
Thu Feb 28, 2019 6:32 pm
Forum: General discussion
Topic: Not pleased with 17.1 so far...
Replies: 65
Views: 18160

Re: Not pleased with 17.1 so far...

default settings may need some tuning. so feedback on that is good. however, if you are looking for playable settings, just do a custom game and really the only thing you need to change is the default starting area, set it to the new maximum 600, and you will have plenty of time to build up before b...
by HurkWurk
Thu Feb 28, 2019 12:47 am
Forum: Resolved Problems and Bugs
Topic: [0.17.2] editor bugs/missing features
Replies: 2
Views: 739

Re: [17.2] editor bugs/missing features

1. editor inventory deleted on every entry It's not shown when you aren't in the "none" editor (AKA: like god mode) 2. no way populate chests except from editor inventory. no way to populate editor inventory unless you deconstruct from the ground The "none" editor replaces the R...
by HurkWurk
Thu Feb 28, 2019 12:18 am
Forum: Outdated/Not implemented
Topic: [17] have map editor create its own autosaves
Replies: 1
Views: 920

[17] have map editor create its own autosaves

map editor currently overwrites the default autosaves. (it used to not use autosave at all). i would prefer that it use its own editor autosave set, rather than destroying game autosaves.
by HurkWurk
Wed Feb 27, 2019 10:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] editor bugs/missing features
Replies: 2
Views: 739

[0.17.2] editor bugs/missing features

1. editor inventory deleted on every entry 2. no way populate chests except from editor inventory. no way to populate editor inventory unless you deconstruct from the ground 3. clone tool is outline only, needs to work like a blueprint instead. cannot be rotated, etc. 4. clone tool will paste multip...
by HurkWurk
Wed Feb 20, 2019 11:12 pm
Forum: General discussion
Topic: How many main bus lines do you generally use?
Replies: 41
Views: 41943

Re: How many main bus lines do you generally use?

i use mods for stack sizes and for resource creation along with factorissimo buildings, so no classic bus. rather direct runs from a warehouse (6x6 size chest) to the factory buildings that need the material.
by HurkWurk
Tue Feb 19, 2019 6:53 pm
Forum: General discussion
Topic: 0.17 Stack size in hand behavior
Replies: 5
Views: 2813

Re: 0.17 Stack size in hand behavior

what hes asking, is if we right click to get half a stack, will that still work through the shortcut. i have not seen that answered yet.
by HurkWurk
Tue Feb 19, 2019 6:46 pm
Forum: General discussion
Topic: Who brought you to factorio?
Replies: 30
Views: 10036

Re: Who brought you to factorio?

i dont remember. may have been one friend i played with a lot early on. but i dont recall if he or i got it first.
all i know is it had everything in it that i felt was missing from minecraft. a clear tech tree.
by HurkWurk
Sun Jan 20, 2019 3:41 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 66915

Re: Friday Facts #278 - The new quickbar

i want a map option that disables all decoratives.
the little brown areas in my grass annoy me.
by HurkWurk
Fri Jan 11, 2019 5:38 pm
Forum: General discussion
Topic: whats your preference for starting a new map?
Replies: 7
Views: 3261

Re: whats your preference for starting a new map?

5thHorseman wrote:
Thu Jan 10, 2019 3:37 am
I don't think I've ever even opened the map editor.
if you ever find yourself bored with the game after 17 releases, look into it.
its a lot harder to use right now, and 17 offers massive improvements to it.
by HurkWurk
Tue Jan 08, 2019 2:46 am
Forum: General discussion
Topic: Blueprints: How to find what you need
Replies: 2
Views: 1708

Re: Blueprints: How to find what you need

(optional) standardized meta data would be welcome.
by HurkWurk
Tue Jan 08, 2019 2:10 am
Forum: General discussion
Topic: whats your preference for starting a new map?
Replies: 7
Views: 3261

whats your preference for starting a new map?

always wondered what others do, since i have played for a while now, i always load through the map editor to do some quality of life adjustments before starting.
by HurkWurk
Sat Jan 05, 2019 9:48 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 36698

Re: The Problem With Pickaxes - Digging Out Factorio's Core

I gave you fair credit for what you believe in and how you felt. Until and unless you can come up with a rational reason why the pickaxe should remain as a baseline item in the game, I see no further point in wasting time with you. I think it should exist but be altered. replace "tools" a...
by HurkWurk
Sat Jan 05, 2019 9:14 pm
Forum: General discussion
Topic: Mod advice: Best expansion on enemies/weapons that isn't too difficult?
Replies: 4
Views: 2551

Re: Mod advice: Best expansion on enemies/weapons that isn't too difficult?

quinor wrote:
Sat Jan 05, 2019 12:48 am
Curious, have you tried Creeper World 3? There is no crafting component (yet) but there is RTS/building and it might solve your craving in some way.
I'll second this. its a game i play a ton, and it meets that requirement. while there is no crafting, there is a minor tech tree that matters a ton.
by HurkWurk
Mon Dec 31, 2018 7:44 pm
Forum: Technical Help
Topic: The question about the global map.
Replies: 9
Views: 3154

Re: The question about the global map.

there is no limit i saw for items per tick. they are buffered on one side and output on the other. the only time i have ever seen that fail was a extremely large UPS base back in early 15 that i had created where i had ~50+ factorissimo buildings running and nested etc, and was finally out of UPS so...
by HurkWurk
Tue Dec 11, 2018 10:38 pm
Forum: General discussion
Topic: Any Roboport variations inbound?
Replies: 9
Views: 3520

Re: Any Roboport variations inbound?

thats sorta the point... the only way to make logistic robots anything like belts in total throughput would be severe limits, etc.
again though, i dont think this needs to happen. im happy with robots. in fact i use mods to get even faster robots, including fusion robots that dont even charge.
by HurkWurk
Tue Dec 11, 2018 3:29 pm
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 18759

Re: The Green Dilemma

until they can solve the performance issues with huge bases, green simply isnt practical, since ultra fast and dense factories are required for the highest throughput per framerate. If you want to build different factories why you do not abandon requirement for megabase throughput? At least I think...

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