Search found 389 matches

by FuryoftheStars
Wed Sep 25, 2019 12:24 am
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 71
Views: 5450

Re: [MOD 0.16] Diesel Locomotive

Hi, I'm not sure if your still activly working on the 0.16 Factorio version of this mod but. I have a Mod Conflict to Report, When You use Pressurized Fluids It Has an issue with A Fluid It creates. Here's a imgur of the Error on Factorio Startup. https://imgur.com/a/3OXunmj Here's the Links to the...
by FuryoftheStars
Mon Aug 12, 2019 3:17 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 11549

Re: Friday Facts #307 - 0.17 stable candidate

Adamo wrote:
Sun Aug 11, 2019 10:05 pm
BlueTemplar wrote:
Mon Aug 12, 2019 3:06 pm
Sorry, I should've been a bit clearer. When I think about fixing fluid mechanics, I'm thinking more about getting it to split correctly at junctions, etc.
by FuryoftheStars
Sun Aug 11, 2019 8:38 pm
Forum: Modding help
Topic: How to deprecate one mod and redirect to another?
Replies: 20
Views: 496

Re: How to deprecate one mod and redirect to another?

Haha, I am a native speaker, but I’m typing on a phone and my fingers are a little big for the keys, so.... :P

I would think the one with an “i” in it, but check see which form the mod portal uses.
by FuryoftheStars
Sun Aug 11, 2019 8:06 pm
Forum: Modding help
Topic: How to deprecate one mod and redirect to another?
Replies: 20
Views: 496

Re: How to deprecate one mod and redirect to another?

I could be wrong, but I beleive depreciating just hides the listing in the in game mod manager for new downloads, but doesn’t prevent it from noticing an update for it. But what you could do if in doubt is put the DEPRECIATED part into the mod name, but don’t actually check the depreciated option on...
by FuryoftheStars
Sun Aug 11, 2019 7:21 pm
Forum: Modding help
Topic: How to deprecate one mod and redirect to another?
Replies: 20
Views: 496

Re: How to deprecate one mod and redirect to another?

I would say in addition to the thoughts you already had with the dependency and conflicts, also change the description on you mod to say it’s depreciated, change the mod name (not file name) so it’s not the same as the other mod (maybe add DEPRECIATED to it), and maybe even empty out/delete all of t...
by FuryoftheStars
Sun Aug 11, 2019 6:34 pm
Forum: Won't implement
Topic: Event when logistic cells are added/removed from a logistic network
Replies: 6
Views: 250

Re: Event when logistic cells are added/removed from a logistic network

IMO, if a mod does something wrong, then it’s the mod’s fault. Not adding an API for something because a mod could potentially do something doesn’t make sense to me. But I guess this goes along with us being told that we shouldn’t be using compound entities, and yet it’s the only way to achieve what...
by FuryoftheStars
Sun Aug 11, 2019 6:11 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 11549

Re: Friday Facts #307 - 0.17 stable candidate

Dixi wrote:
Sun Aug 11, 2019 5:54 pm
We asking about liquids flow in pipes, that works kinda bad now. We see a pipe of a good diameter (I'd say about one meter+ visually, and it performs so badly. :-(
Isn’t it less than 1m diameter considering the tiles are 1m square?

Still, yes, it’d be nice to have the fluid mechanics fixed.
by FuryoftheStars
Sun Aug 11, 2019 6:06 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 4
Views: 186

Re: Doodads and plants over concrete floors :(

While there are multiple mods to take care of this, I do agree that this kind of cleanup should be in vanilla.
by FuryoftheStars
Sun Aug 11, 2019 6:01 pm
Forum: Balancing
Topic: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
Replies: 41
Views: 2013

Re: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!

I don’t feel as though landfill needs to be made cheaper. Or you need 2 items to fill the shallow water, 3 for normal water tiles and 4 items to fill deep water tiles. While I know most would be against it, I’m for this as well, though I’d also go for something like deep water requires turning the i...
by FuryoftheStars
Sun Aug 11, 2019 3:54 am
Forum: Modding help
Topic: post-oil changes, some technologies impossible. (modded)
Replies: 4
Views: 166

Re: post-oil changes, some technologies impossible. (modded)

You probably should report them anyway, though in principle I don’t disagree with you.
by FuryoftheStars
Fri Aug 09, 2019 6:47 pm
Forum: Mod portal Discussion
Topic: Trending Feature
Replies: 4
Views: 279

Re: Trending Feature

Glad I saw this post.

Yeah, I was wondering about the trending numbers and was feeling the same way about it as the OP in that if something happens to go negative, it may have an impact on whether or not someone downloads it simply because it's negative.
by FuryoftheStars
Fri Aug 09, 2019 5:30 pm
Forum: Ideas and Suggestions
Topic: New "Complex" difficulty
Replies: 12
Views: 748

Re: New "Complex" difficulty

Right, In case anyone wants it: Pre 0.17.60 Oil And in case anyone wanted to test other suggested alternatives that the devs decided weren't better than the path they went: Heavy Oil and Gas from Basic Oil Sulfur Production from Oils Adamo Carbon Light Oil Only Heavy Oil Chemical Science https://mo...
by FuryoftheStars
Fri Aug 09, 2019 5:28 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Shameless plug, but check my sig. I'm maintaining the Diesel Locomotive mod now that allows for locos to have fluid fuel input. Still working on some changes adaptations, etc. Also working on another mod that is attempting to make the normal loco a steam loco, as well as giving them all a heavier f...
by FuryoftheStars
Fri Aug 09, 2019 3:19 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

IMO, the rail planner sequence is an additional proof of their dedication. They implemented an nice feature, removed it for good reasons, and then reimplemented it as several players said they missed it. The lazy, easy-money path would have been "let it just be in an unfinished state, people are us...
by FuryoftheStars
Thu Aug 08, 2019 6:30 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Sure, but you are not talking about the new players that is what it is done for. A new player after many hours still does not find challenges until the AO, it will take more than 15 hours of boring game and you will find what is avoided that you are 5 hours before, it is absurd. All we experienced ...
by FuryoftheStars
Thu Aug 08, 2019 6:24 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

DanGio wrote:
Thu Aug 08, 2019 6:21 pm
If he does a ton of batteries or a ton of reds, he's blocked. (to say it shortly, I know it's more subtile than that)
While I don't support the LO/PG BOP version, I will say that if a player is going to produce all of one thing, neglecting everything else, then blockage should be expected.
by FuryoftheStars
Thu Aug 08, 2019 6:16 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Move sulfur -> HO And how do you handle LO ? Leave SF on blue science and trains can run on SF. Even send it to your smelters. With less fluid going to SF, you produce less of it thus need less consumers. That's true, but it brings us back at square 1, as it still relies on an expected player behav...
by FuryoftheStars
Thu Aug 08, 2019 6:06 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Sulfur is the primary waste product from oil refining, whether petroleum or natural gas. Great amounts of research continue to go into figuring out what to do with all that damn sulfur. Concrete is a waste product in the sense that the waste sulfur is used both to make sulfur concrete and to make c...
by FuryoftheStars
Thu Aug 08, 2019 5:58 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

DanGio wrote:
Thu Aug 08, 2019 5:52 pm
FuryoftheStars wrote:
Thu Aug 08, 2019 5:49 pm
Move sulfur -> HO
And how do you handle LO ?
Leave SF on blue science and trains can run on SF. Even send it to your smelters. With less fluid going to SF, you produce less of it thus need less consumers.
by FuryoftheStars
Thu Aug 08, 2019 5:49 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Koub wrote:
Thu Aug 08, 2019 5:27 pm
- Until you were backed up on solid fuel.
- In that case add more storage chests for solid fuel
- but I don't need that much solud fuel, I'm on solar"
...
Now, this discussion will never have to happen at that point.
Move sulfur -> HO

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