Search found 45 matches

by wlfbck
Sun Aug 25, 2019 4:38 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 19709

Re: Friday Facts #309 - Controversial opinions

Anything which is in-progress when you mine a furnace or assembling machine is lost I'm sorry but this change needs to be reverted in the base game. Yes i could use the mod blabla, but this encourages and incredibly unfun playstyle where you take out the mats first, wait for it to finish crafting a...
by wlfbck
Fri Nov 02, 2018 3:23 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 14334

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Two years ago, I was under the impression, that we need to eradicate all the weird options, to make the game just work for everyone. Over time and after all experience and feedback we have gathered, I started to realize that different people have different expectations, and their brains are wired d...
by wlfbck
Sat Oct 27, 2018 5:07 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 56742

Re: Friday Facts #266 - Cleanup of mechanics

Reduce the number of damage types to something like: generic, impact, heat, and acid. Gotta disagree here. I wouldn't know where to put laser or electric under there. Why not just merge generic and impact into physical and add energy/energetic for laser and electric ? (heat being fire and explosion...
by wlfbck
Fri Oct 26, 2018 7:10 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 56742

Re: Friday Facts #266 - Cleanup of mechanics

Reduce the number of damage types to something like: generic, impact, heat, and acid. Gotta disagree here. I wouldn't know where to put laser or electric under there. Why not just merge generic and impact into physical and add energy/energetic for laser and electric ? (heat being fire and explosion...
by wlfbck
Mon Oct 08, 2018 12:02 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 899
Views: 66440

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

I found another thing where tbh i'm not a 100% it even falls under your mods "responsibility": Nitrogen Gas (the one with the flame symbol and the double blue atom in the upper corner) is currently voided via the Py-Sinkhole (which is for liquids) and not the Py-GasVent. This is also true for some o...
by wlfbck
Sun Oct 07, 2018 9:08 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 899
Views: 66440

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Failed to load mods: Error while loading recipe prototype "puffer-butchery-1" (recipe): Difficulty normal: Recipe has invalid main product meat. The product does not exist in the recipe product list. Modifications: Angel's Bio Processing [ALPHA UPDATE] > PyCoal Touched By an Angel Fixed now please ...
by wlfbck
Sat Oct 06, 2018 2:43 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 899
Views: 66440

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

I'm getting an error with the latest PyCoalTBaA combined with Angels Bio Processing: https://i.imgur.com/CPTcnQt.png Mod config is the one arumba used last time, minus some: https://pastebin.com/KuqYu1Gx Any ideas? :( Not entirely sure right now. The pic on imagur is really blurry on my phone and I...
by wlfbck
Sat Oct 06, 2018 2:10 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 899
Views: 66440

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

I'm getting an error with the latest PyCoalTBaA combined with Angels Bio Processing: https://i.imgur.com/CPTcnQt.png

Mod config is the one arumba used last time, minus some: https://pastebin.com/KuqYu1Gx

Any ideas? :(
by wlfbck
Fri Aug 24, 2018 7:11 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 17721

Re: Friday Facts #257 - NPE/Campaign update

One of the things we could really use in the campaign was a terrain that the player can't build on, but can walk on, so we are adding shallow water as a new terrain type. So far it's a cheap solution from our side - it's just a new tileset that is combined with decorative entities to make it look l...
by wlfbck
Sat Apr 07, 2018 8:20 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 15047

Re: Friday Facts #237 - Rich & interactive text

add the possibility to CTRL+Click (or similar) on an item or even place building and it automatically written to the chat bar, so we don't have to actually write [recipe=advanced-circuit] (I'm thinking of diablo 3 right there) ... But nice feature Quoting for visibility. This insanely handy in MMOs...
by wlfbck
Fri Feb 09, 2018 7:25 pm
Forum: News
Topic: Friday Facts #229 - Taiwan report & Lamp staggering
Replies: 45
Views: 9761

Re: Friday Facts #229 - Taiwan report & Lamp staggering

Hooray lamps! It's the little things like this that makes a game great. <3 Agreed. I'm playing a bit of Railway Empire right now, and the train system in Factorio is better then in that one... In a game about trains... (Not that Railway Empire is bad per se, but i wish they put a bit more work into...
by wlfbck
Fri Jan 26, 2018 7:48 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 15851

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

Do you have any ideas for new scenarios, or improvements to the current ones? Instead of quoting a long list of ideas i would have myself: WC3 and SC2 fun maps. They should give heaps of ideas of what could be done in Factorio (in it's own style), especially on the PvP side which you seem to fancy.
by wlfbck
Sat Jan 13, 2018 1:23 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 119028

Re: Friday Facts #225 - Bots versus belts (part 2)

Just another post to finally put loaders into vanilla. Loaders make belts immediately better. All the inserter setups always suffer with continuuity problems. And something you forgot in the FFF: Bots, especially if massively used, are terrible for seeing at what state your factory is. Just look at ...
by wlfbck
Sun Jan 07, 2018 12:38 am
Forum: Duplicates
Topic: Mod Settings Not Saving Correctly
Replies: 1
Views: 244

Mod Settings Not Saving Correctly

Issue: Mod settings (map) seem to only save when the game is unpaused. Even it isn't a straight up bug (not sure if this is intended behavior or not), this is very counter-intuitive and should probably be changed. Reproduce: Install any mod (i tried with far reach, helmod, RSO). Start a new game. Ch...
by wlfbck
Sun Jan 07, 2018 12:15 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 99978

Re: Friday Facts #224 - Bots versus belts

A feature that hasn't been really mentioned which makes belts more fun are loaders. I only play with loaders nowerdays. Inserters (even the faster ones from bobs) are just too slow and flow-disruptive. You'll still use bots for the pain-in-the-arse 20 component thingies of which you don't need much,...
by wlfbck
Wed Dec 20, 2017 5:44 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2542
Views: 305104

Re: Bugs & FAQ

Currently, with full bobs and Angels Petrochem+Refining enabled, it is impossible to advance past Basic Electronic Boards. Those require Basic Electronic Components, which require Carbon, which are produced in the Liquifier - which needs Basic Electronic Boards. Looking around the files it seems tha...
by wlfbck
Fri Dec 01, 2017 9:28 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 31943

Re: Friday Facts #219 - Cliffs

mietok wrote:OMG, love it!! :shock: :D Flying monsters next?! Maybe attacks from the sea :mrgreen:
This! And then it's only a matter of time until someone makes a Age of Factorio mod :D
by wlfbck
Fri Oct 27, 2017 4:19 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 125
Views: 24128

Re: Friday Facts #214 - Concrete rendering

Friday Facts wrote:as we could of used
have ;)
by wlfbck
Sun Jul 30, 2017 2:15 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 20651

Re: Friday Facts #201 - 0.15 Stable, but not really

The rail segment is really cool and useful however how about making the line segments arrows as it is possible to have a missing signal on only one side of the rail This. It would be really beneficial to those of us trying to make rather complex train systems. I can do track, but I'll be @#$%ed if ...
by wlfbck
Tue Jul 04, 2017 7:12 pm
Forum: Implemented Suggestions
Topic: Unbinding Hotkeys
Replies: 0
Views: 217

Unbinding Hotkeys

So this suggestion certainly isn't new, but the forum search and google didn't turn up anything helpful. Please let me unbind hotkeys in the menu! If there is a way, i could also not find it btw (usually games have an "unbind" button somewhere). This is really badly needed if you play with a couple ...

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