Search found 14 matches

by mozair
Fri Jan 12, 2018 6:36 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 370072

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

Bots are getting nerfed? Be still my heart, maybe there will be some interesting mega-bases soon instead of big, boring bot farms. Also the splitter improvements make me very happy. YES! really can't wait to get to a place where stamping down requesters/providers is not so infinitely better than ev...
by mozair
Fri Jan 12, 2018 6:31 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 370072

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

i love everything about this week's FFF so much


so much thoughtful consideration


and couldn't agree more on the considerations about game design (fun === optimal, so choices mean more than one thing can be viably optimal)
by mozair
Fri Jan 05, 2018 7:30 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 343750

Re: Friday Facts #224 - Bots versus belts

I would vote to remove logistics bots as well -- they never appealed to me like you say "win win win". I say swiss army knife solution. I only use them for player supply currently and that is a valuable role. If you have played modded minecraft I have the same opinion of the easy item, fl...
by mozair
Fri Jan 05, 2018 7:27 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 343750

Re: Friday Facts #224 - Bots versus belts

> A universe where Factorio never had this feature. Construction bots were eventually added, and using bots to move items freely is nothing more than an idea that pops up from time to time but it's quickly discarded due to it breaking the game. I wholeheartedly agree with the rant about logistics b...
by mozair
Wed Dec 27, 2017 10:28 pm
Forum: Mods
Topic: [MOD 0.18] Quality of Life research
Replies: 17
Views: 11167

Re: [MOD 0.15] Quality of Life research

i really dig what this mod adds, early-ish game toolbelts + a bit extra inventory is so great been really enjoying it having it in my games, but have noticed that since 0.16 it is having trouble keeping the bonuses active whenever other mods upgrade i end up having toolbelts/inventory reset to base ...
by mozair
Sat Dec 23, 2017 3:20 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54650

Re: Friday Facts #222 - Christmas avalanche

What do you mean with that inserters will compress? I think all this little things that we can optimize in the Factorio is great and makes the game interesting to play in the long run. I think belts shouldn't be automatically be compressed but be something you after playing for while see and think ...
by mozair
Sat Dec 23, 2017 3:18 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54650

Re: Friday Facts #222 - Christmas avalanche

I'd be so sad if in the end inserters end up compressing a belt by default at least make it require undergrounds, or splitters, or sideloading... something having it be slightly more complicated to compress would be a forcing factor towards less boring smelter columns and probably create some variet...
by mozair
Fri Dec 22, 2017 4:49 pm
Forum: General discussion
Topic: Belt compression in 0.16
Replies: 22
Views: 23340

Re: Belt compression in 0.16

this is awesome, i'm actually loving that belts are harder to compress now... undergrounds always felt too cheaty

hoping devs don't ever fully "fix" it so we get to keep seeing cool stuff like this instead
by mozair
Tue Dec 19, 2017 6:30 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 290968

Re: Thank you (Make the dev-team happy today!)

big thanks for all the amazing work you all have put into this i have almost 2k hours of factorio now (started late on 0.14), loved it throughout just completed my first 0.16 vanilla playthrough, all default except cranked water and cliffs to the max.... it was almost impossible to build a bus or tr...
by mozair
Tue Dec 19, 2017 6:20 pm
Forum: Railway Setups
Topic: How-to: Two-way rails
Replies: 30
Views: 141527

Re: How-to: Two-way rails

great read i've just done a lot of single track train setups in 0.16 since i was playing in a world with ridiculous amounts of water and cliffs (and forcing myself to not build _any_ cliff explosives nor landfill... so pretty much impossible to have multiple lines) just sad i didn't read some of the...
by mozair
Wed May 03, 2017 6:32 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 204501

Re: ModMyFactory - mod manager and more

Artentus wrote:
mozair wrote:I'm currently getting this error
Fixed.

hats off to you good sir

i can confirm it works on my setup as well


thanks for all the great work
by mozair
Tue May 02, 2017 7:24 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 204501

Re: ModMyFactory - mod manager and more

hi, I'm currently getting this error when using ModMyFactory (v1.5.6, factorio 0.15, tried with both the standalone version from the factorio website and the steam version) System.NullReferenceException: Object reference not set to an instance of an object. at ModMyFactory.ViewModels.OnlineModsViewM...
by mozair
Mon Apr 03, 2017 5:26 pm
Forum: Bob's mods
Topic: Bob's Science Pack 4 ?????
Replies: 6
Views: 4588

Re: Bob's Science Pack 4 ?????

awesome, thanks for the suggestions.


looking forward to see what you'll do with 0.15 : )
by mozair
Sun Apr 02, 2017 9:18 pm
Forum: Bob's mods
Topic: Bob's Science Pack 4 ?????
Replies: 6
Views: 4588

Re: Bob's Science Pack 4 ?????

Hi, I have a very similar issue, but haven't yet found the solution for it yet. I'm playing a heavily modded campaign, so I don't believe this is a Bob's mod specific issue, but I suppose it is worth a shot: I got one research (missile shooting speed 5) that requires MK1 and MK2 science packs . Any ...

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