Search found 259 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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- Forum: Outdated/Not implemented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.
- 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...
- 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.
- 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.
- 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.
all i know is it had everything in it that i felt was missing from minecraft. a clear tech tree.
- Fri Jan 25, 2019 1:46 am
- Forum: General discussion
- Topic: Challenge - Win the game without moving...
- Replies: 10
- Views: 4372
- 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.
the little brown areas in my grass annoy me.
- 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?
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.
- 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.
- 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.
- 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...
- 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?
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.
- 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...
- 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.
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.
- 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...