Search found 1097 matches

by Peter34
Wed Sep 22, 2021 4:27 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 80073

Re: Friday Facts #365 - Future plans

I go with Durr: an isometric view - even only from one direction - would make things so much easier. Everting would look much better, so much new gameplay possibilities, even with only a flat land as yet. But with real 3D landscape (hills, rivers, build underground) it would be not longer Factorio ...
by Peter34
Thu Jan 14, 2021 6:10 am
Forum: Questions, reviews and ratings
Topic: Help me update an old private mod to 1.1
Replies: 8
Views: 977

Help me update an old private mod to 1.1

I made an old mod for my own use, for 0.16 or 0.17, and despite being very simple it worked well. Now it no longer works, and I'm not sure what to do. I've tried removing the dependencies on other mods (Agent Orange (which I've "hack-updated" to 1.1 for my own use), as well as Klonan's Tor...
by Peter34
Thu Jan 07, 2021 6:17 pm
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 25506

Re: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance

Saving, quitting Factorio, loading Factorio again, loading the save, restores the increased Radar range, and the increased Radar power consumption. I have no easy way to verify that increased scan speed works, but it's safe to assume. Nevertheless, the mod has not been correctly updated, either to 1...
by Peter34
Thu Jan 07, 2021 4:42 pm
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 25506

Re: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance

This mod does not seem to work as intended with 1.1. At all. I started a 1.1 test game, mined, researched, teched up, the Radar buildings got bigger range as expected, and presumably also started scanning faster. Then I decided to break up my base cluster of 9 Radars, by picking up 8 of them and mov...
by Peter34
Thu Dec 31, 2020 11:56 pm
Forum: Mods
Topic: [MOD 0.17.x] Agent Orange
Replies: 41
Views: 32107

Re: [MOD 0.17.x] Agent Orange

Can you please update this mod to 1.1?
by Peter34
Tue May 19, 2020 9:20 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 95562

Re: [MOD 0.17.x] Modular Armor Revamp

I would personally prefer that you keep everything, except perhaps the 1x2 Exoskeletons. I like this mod as it is.
by Peter34
Wed Sep 25, 2019 1:25 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 95562

Re: [MOD 0.17.x] Modular Armor Revamp

I like the 2x2 chunks, in part because I suspect that they enable a better graphics resolution. If you think the grids and module sizes by a factor of 2, everything might end up looking pixilated. Also, you seem to be implying that the largest grid will be 12x12. Why no 15x15? I mean, 15 is an odd n...
by Peter34
Fri Sep 20, 2019 7:02 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 95562

Re: [MOD 0.17.x] Modular Armor Revamp

Having played a lot more, no, I can say that I'm not a fan of the odd-numbered aspect suits. The vanilla 5x5 and 7x7 are annoying, as is the 15x15 added by this mod. Many modules, both vanilla and Revamp ones, are size 2x2 or 2x4, and so much of the space of the 25, 49 and 225 tile suits is difficul...
by Peter34
Sat Aug 31, 2019 2:39 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 95562

Re: [MOD 0.17.x] Modular Armor Revamp

I've never been a fan of the "Tetris" mini-game of trying to fit weirdly shaped stuff in, like very wide or very tall modules. Switching to mostly square aspects would reduce some frustration, and would change the focus from module shape to how much module space each armour has. I don't th...
by Peter34
Thu Aug 29, 2019 1:06 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 95562

Re: [MOD 0.17.x] Modular Armor Revamp

Thanks for updating this mod! The main reason I like it is the possibility of larger grids, 12x12 and 15x15, for endgame awesomeness, and secondly the alternative forms of power generation, and the smaller exoskeletons and differently sized shields adding more flexibiloty I know that there are mods ...
by Peter34
Tue Aug 27, 2019 11:46 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 95562

Re: [MOD 0.16.x] Modular Armor Revamp

Please update this mod to 0.17.
by Peter34
Tue Mar 13, 2018 7:17 am
Forum: General discussion
Topic: Factorio should have DLC.
Replies: 94
Views: 16952

Re: Factorio should have DLC.

If anything, CK2 DLC is hard to understand because in additoin to the content packs, fairly large and expensive, there are scores of smaller packs that add unit graphics, heraldics and so forth. I can't navigate that shit. I don't know which ones are relevant for me, for my preferred focus area. So ...
by Peter34
Tue Mar 13, 2018 7:10 am
Forum: General discussion
Topic: Factorio should have DLC.
Replies: 94
Views: 16952

Re: Factorio should have DLC.

I actually like the fact that factorio does not have DLC, the price is right and its a selling point in my opinion. To me, Paradox is not a good example on DLC, when I see crusader kings 2 or europa universalis 4 I'm actually too scared to have an empty base game so I don't buy them, and according ...
by Peter34
Fri Oct 06, 2017 8:19 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 21137

Re: Friday Facts #211 - The little things

I really don't think that you need to add much more content to the game. I'm already super-excited about the Fission Power system added in 0.15, and even more so the Buffer Chests that you'll add in 0.16. A few things that I am hoping for: 1. Getting a SpiderTron for the early part of the mid-game, ...
by Peter34
Thu Aug 24, 2017 6:53 pm
Forum: Ideas and Suggestions
Topic: (0.15.x) Coloured lamps
Replies: 4
Views: 1291

Re: (0.15.x) Coloured lamps

Factoruser wrote:• The black signal might produce a "ultra-violet" (dark violet) light.
Most monitors can't actually emit UV.
by Peter34
Thu Aug 24, 2017 6:51 pm
Forum: Ideas and Suggestions
Topic: Add a progress bar for "Check for updates" under mods
Replies: 9
Views: 1783

Re: Add a progress bar for "Check for updates" under mods

QGamer wrote:Hmmm. Still, there needs to be some feedback. If there are updates, you could tell us how many: "3 updates available."

Or if there are no updates: "You're already up to date!"
Yes. Anything. As opposed to the nothing we have now.
by Peter34
Sat Aug 19, 2017 1:18 am
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 24786

Re: Friday Facts #204 - Another day, another optimisation

safan wrote:i completely didn't understand anything in this fff
Not even the part about zoom scaling increments?
by Peter34
Sat Aug 19, 2017 1:17 am
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 24786

Re: Friday Facts #204 - Another day, another optimisation

darkfrei wrote:
By changing the zoom rate from 1.1, to the 7th root of 2 (1.104089...), the zoom now increments perfectly from 1.0 to 2.0 in 7 steps.
It's music!
http://pages.mtu.edu/~suits/notefreqs.html
It's modern music. Old skool music didn't do it that way.
by Peter34
Sat Aug 19, 2017 1:16 am
Forum: Ideas and Suggestions
Topic: Add a progress bar for "Check for updates" under mods
Replies: 9
Views: 1783

Re: Add a progress bar for "Check for updates" under mods

torne wrote:It would still be helpful if the UI indicated that an operation was in progress though - just a dialog saying "Checking..." or something would be enough :)
Also that it more clearly indicates when the operation is finished.
by Peter34
Fri Aug 18, 2017 12:55 am
Forum: Ideas and Suggestions
Topic: Add a progress bar for "Check for updates" under mods
Replies: 9
Views: 1783

Re: Add a progress bar for "Check for updates" under mods

No one else likes my suggestion?

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