Search found 45 matches
- Sun Aug 25, 2019 4:38 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111808
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...
- Fri Nov 02, 2018 3:23 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47544
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...
- Sat Oct 27, 2018 5:07 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209895
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...
- Fri Oct 26, 2018 7:10 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209895
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...
- Mon Oct 08, 2018 12:02 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 292801
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 ...
- Sun Oct 07, 2018 9:08 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 292801
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 n...
- Sat Oct 06, 2018 2:43 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 292801
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...
- Sat Oct 06, 2018 2:10 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 292801
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?
Mod config is the one arumba used last time, minus some: https://pastebin.com/KuqYu1Gx
Any ideas?
- Fri Aug 24, 2018 7:11 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50140
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...
- Sat Apr 07, 2018 8:20 pm
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 38068
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...
- Fri Feb 09, 2018 7:25 pm
- Forum: News
- Topic: Friday Facts #229 - Taiwan report & Lamp staggering
- Replies: 45
- Views: 22466
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...
- Fri Jan 26, 2018 7:48 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 46519
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.
- Sat Jan 13, 2018 1:23 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373585
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 ...
- Sun Jan 07, 2018 12:38 am
- Forum: Duplicates
- Topic: Mod Settings Not Saving Correctly
- Replies: 1
- Views: 1489
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...
- Sun Jan 07, 2018 12:15 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345911
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,...
- Wed Dec 20, 2017 5:44 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217095
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...
- Fri Dec 01, 2017 9:28 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 85222
Re: Friday Facts #219 - Cliffs
This! And then it's only a matter of time until someone makes a Age of Factorio modmietok wrote:OMG, love it!! Flying monsters next?! Maybe attacks from the sea
- Fri Oct 27, 2017 4:19 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 66471
Re: Friday Facts #214 - Concrete rendering
haveFriday Facts wrote:as we could of used
- Sun Jul 30, 2017 2:15 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 52248
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 ...
- Tue Jul 04, 2017 7:12 pm
- Forum: Implemented Suggestions
- Topic: Unbinding Hotkeys
- Replies: 0
- Views: 819
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...