Search found 214 matches

by Align
Fri May 31, 2019 6:53 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 15845

Re: Friday Facts #297 - New resource icons

The new resources look delicious. Especially copper looks like crunchy caramel. Can I get a belt of that, straight into my mouth?
by Align
Mon Mar 04, 2019 8:59 pm
Forum: Mods
Topic: [MOD 0.15] Aquifer Drill
Replies: 15
Views: 6771

Re: [MOD 0.15] Aquifer Drill

Updated to Factorio v0.17. New demonstration image, but otherwise just fixed compatibility errors.
by Align
Sat Apr 29, 2017 10:23 am
Forum: Mods
Topic: [MOD 0.15] Aquifer Drill
Replies: 15
Views: 6771

Re: [MOD 0.14] Aquifer Drill

1.2.2 out, compatibility with Factorio 0.15. Increased water output 10x to match change in vanilla liquids. Adjusted icon size to the new 32x32 requirement.

Haven't updated graphics (or the demonstration image).
by Align
Mon Apr 24, 2017 7:53 pm
Forum: Not a bug
Topic: [0.15.0] Ore highlight graphics randomly slightly offset
Replies: 1
Views: 259

[0.15.0] Ore highlight graphics randomly slightly offset

When you're hovering your mouse over an ore tile, the highlight brackets vary slightly in position depending on the tile you're currently hovering over.
Image
by Align
Mon Apr 24, 2017 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.0] Right clicking filter button doesn't depress it
Replies: 3
Views: 729

[0.15.0] Right clicking filter button doesn't depress it

You can right click the filter buttons in map view to toggle them (it correctly toggles the display of pollution, for example), but the button itself doesn't get visibly pressed down like it does when left clicking.
Image
by Align
Fri Mar 31, 2017 10:32 am
Forum: Ideas and Suggestions
Topic: Train tutorial: include a working example
Replies: 2
Views: 345

Train tutorial: include a working example

I eventually figured trains out in that campaign mission, but I did have the benefit of oodles of free time and having already played OpenTTD, so I'm not too surprised to hear that trains baffle new players. Giving them something to copy and compare with should help.
by Align
Tue Jan 17, 2017 11:01 am
Forum: Ideas and Suggestions
Topic: Upgrading Steam Power (Coal + Nuclear)
Replies: 10
Views: 4926

Re: Combination Steam Turbine and Cooling Tower

Whole-heartedly agree with more effective but more complex steam power arriving mid-game, would also help keep burner power relevant so it's not *just* a choice between solar and nuclear.
by Align
Sun Dec 04, 2016 7:26 pm
Forum: Resolved Problems and Bugs
Topic: [14.21] Rail signal still flashing after removing flaw
Replies: 4
Views: 979

Re: [14.21] Rail signal flashing after removing rail that caused

Interesting, just had something similar happen to me but wasn't sure if it was one of my many mods causing it: After placing a blueprint for a train junction (it has a bunch of signals), one of the signals started flashing incorrectly after being placed by my (modded) bots, but it went away when I p...
by Align
Wed Oct 26, 2016 8:16 am
Forum: Mods
Topic: [MOD 0.14] Useful rocket launcher
Replies: 3
Views: 989

Re: [MOD 0.14] Useful rocket launcher

Well, yes, but I feel that goes without saying...
by Align
Tue Oct 25, 2016 10:25 am
Forum: Mods
Topic: [MOD 0.14] Useful rocket launcher
Replies: 3
Views: 989

Re: [MOD 0.14] Useful rocket launcher

1.0.1 out, fixes cluster rockets being enabled from start.
by Align
Mon Oct 24, 2016 4:49 pm
Forum: Minor issues
Topic: [0.14.14] Solar panel module power doesn't add up properly
Replies: 2
Views: 725

[0.14.14] Solar panel module power doesn't add up properly

Each panel produces 10 kW, so 7 should produce 70, but you get 69.9 instead.
Image
by Align
Fri Oct 14, 2016 11:21 am
Forum: Mods
Topic: [MOD 0.14] Useful rocket launcher
Replies: 3
Views: 989

[MOD 0.14] Useful rocket launcher

Useful rocket launcher mod Name: Useful rocket launcher Version: 1.0.1 Factorio-Version: 0.14 Description: Improves the rocket launcher and its rockets. More range, more damage, faster projectiles, basic rocket is explosive, explosive rocket replaced with cluster rocket. License: MIT license, see G...
by Align
Fri Oct 14, 2016 11:16 am
Forum: Mods
Topic: [MOD 0.15] Aquifer Drill
Replies: 15
Views: 6771

Re: [MOD 0.14] Aquifer Drill

1.2.1 out, compatibility with Factorio 0.14.
by Align
Wed Sep 21, 2016 10:00 am
Forum: Resolved Problems and Bugs
Topic: [0.14.8][Twinsen] Redundant Steel prerequisite: Gates, Railway
Replies: 2
Views: 1709

[0.14.8][Twinsen] Redundant Steel prerequisite: Gates, Railway

Researching Gates requires Military 2 which already requires Steel.
Ditto Railway requiring Engines, which already requires Steel.
by Align
Tue Aug 23, 2016 4:38 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 119538

Re: Electric energy

Honestly I think we should just skip fission and go straight for fusion. We already have a micro-fusion reactor Don't have to deal with radiation (should it damage electronics? pain in the butt) Don't have to deal with waste (in a way where you can't just put it in a box and shoot it) Don't need any...
by Align
Wed Jul 27, 2016 7:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"
Replies: 13
Views: 4609

Re: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"

Nope... guess it was just a one-off problem.
by Align
Wed Jul 27, 2016 10:35 am
Forum: Resolved Problems and Bugs
Topic: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"
Replies: 13
Views: 4609

Re: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"

I'll see if it happens again as I play that save.
by Align
Tue Jul 26, 2016 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"
Replies: 13
Views: 4609

Re: [0.13.11] Crash in early game

Sorry, forgot I was on 0.13.11, not .10; fixed title.
by Align
Tue Jul 26, 2016 5:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"
Replies: 13
Views: 4609

[0.13.11] Crash on: "(286): CraftingQueue::transferResult"

Was just in the middle of setting up furnaces for bricks while crafting a bunch of labs; nothing unusual going on. A few hours earlier I had a power outage while playing, but since I loaded an autosave that shouldn't have affected anything...

Latest autosave before the crash included.
by Align
Thu Jul 21, 2016 10:18 am
Forum: Balancing
Topic: [0.13] Power armor damage reduction applying before shields
Replies: 4
Views: 721

[0.13] Power armor damage reduction applying before shields

This balance change helped make shielded armors pretty much invulnerable against mid-game biters. Not a bad thing - it's nice to have something as powerful as the Heavy armor is early game, which makes you basically invulnerable to small biters - but I wonder what brought it on? Shields were already...

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