Search found 454 matches

by foodfactorio
Wed Dec 02, 2020 5:30 am
Forum: Ideas and Suggestions
Topic: Minimap Toggle Key
Replies: 13
Views: 10052

Re: Minimap Toggle Key

hi i would like to +1 this as well. i missed a few versions of factorio, but am now on 1.1.1, so to me, now that the new forward and back buttons are in effect (to confirm changes and accept menu options etc), i find myself needing to hide the mini map, several times in a playthrough, and to also cl...
by foodfactorio
Wed Dec 02, 2020 5:19 am
Forum: Ideas and Suggestions
Topic: Map tag dialog: Enable old features additionally to new ones
Replies: 10
Views: 3353

Re: Map tag dialog: Enable old features additionally to new ones

hi i was going to post a similar idea and saw this post, so adding here. in 1.1.1, i would like to suggest the following ideas regarding map tagging: 1st idea: when a player clicks on add tag, to allow us to mark the map first, and then to enter a text in the popup. (instead of the way it happens no...
by foodfactorio
Sat Nov 28, 2020 3:45 am
Forum: Yuoki Industries
Topic: Yuoki for Factorio 1.1.0
Replies: 7
Views: 4204

Re: Yuoki for Factorio 1.1.0

ok cool :)
by foodfactorio
Fri Nov 27, 2020 4:49 am
Forum: Bob's mods
Topic: Bob did a Youtube.
Replies: 37
Views: 43601

Re: Bob did a Youtube.

i just saw the videos, cool i always knew bobing about was from the uk too, maybe up north, yorkshire/sheffield?
thanks for your mods, AngelBobYuoki was my fav game + later a Pycoal mods game :)
fair-doo's :D
by foodfactorio
Fri Nov 27, 2020 1:18 am
Forum: Ideas and Suggestions
Topic: LEDs on assemblers, radar upgrade, satellites scanning
Replies: 8
Views: 2207

Re: Add light indicators for assembling machines depending on their state

hi deadlock,
i think i saw this picture posted by you somewhere..

can i check which mod its from please as it looks cool :)
download/file.php?id=64735
thanks
by foodfactorio
Fri Nov 27, 2020 1:12 am
Forum: Yuoki Industries
Topic: Yuoki for Factorio 1.1.0
Replies: 7
Views: 4204

Re: Yuoki for Factorio 1.1.0

i must also add, that the best games i ever played, were

AngelBobYuoki (as main mods) - thanks arumba for the original base-set of AngelBobs.

(and the pyanadon mods game as a separate game - the mushrooms are the key) :)
by foodfactorio
Fri Nov 27, 2020 1:10 am
Forum: Yuoki Industries
Topic: Yuoki for Factorio 1.1.0
Replies: 7
Views: 4204

Re: Yuoki for Factorio 1.1.0

many thanks churchorganist, i was just recently trying to find yuoki mods now that i updated to 1.1.1 and could not see it in the in-game mod search.
by foodfactorio
Fri Nov 27, 2020 12:48 am
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 48570

Re: Version 1.1.1

wahoo, i managed to extract the standalone 1.1.1 somewhere
and copy the .exe and .pdb into my existing 1.0 bin folder (and delete its Base folder)
and then copied the newly extracted standalone 1.1.1 base folder into my existing game structure.

and it worked :)
by foodfactorio
Fri Nov 27, 2020 12:09 am
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 48570

Re: Version 1.1.1

Hi folks :D I unable to access to the latests experimental versions 1.1.x over standalone version (without steam). I have enabled checkbox about experimental updates in the settings =) 26.399 Info HttpSharedState.cpp:54: Downloading https://updater.factorio.com/updater/get-available-versions?userna...
by foodfactorio
Fri Jan 18, 2019 4:06 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 80650

Re: Friday Facts #254 - No research queue for you

hi, for new players (and players who are not as good as others, me included lol) how about this...the player has an option to get a bit more "hand-holding" for example: a popup screen saying that research is available. they select what to research and when it is complete, a popup appears s...
by foodfactorio
Fri Jan 18, 2019 3:54 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 41665

Re: Friday Facts #277 - GUI progress update

hi, the 'reset to default' button and the feature of showing you which options have been changed, is a cool idea :) but, please can you increase the border size of the highlighting by at least 1 more pixel or to make the border highlight in "red" color please, because i think this will mak...
by foodfactorio
Fri Jan 18, 2019 3:38 am
Forum: Mods
Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
Replies: 11
Views: 6347

Re: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic

hi nosports, if you added it to an existing game, i think it only works with newly found chunks of the map
by foodfactorio
Fri Jan 18, 2019 3:34 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 164
Views: 298036

Re: You know you play Factorio too much when...

wat3rstone wrote:
Tue Jan 01, 2019 11:20 pm
When you start making plans for a iron ore smelter set up in your oven.
or when you start making plans to use the neighbours ovens too, because you want to increase throughput :)
by foodfactorio
Fri Jan 18, 2019 3:19 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 117340

Re: Feedback

if some biters (from vanilla or from mods) are actually attracted to areas with high levels of pollution, using pullution generating modules could actually be a good strategy... just imagine you making a factory, and then trying to lure biters into a particular, more heavily defended area first, bef...
by foodfactorio
Fri Jan 18, 2019 3:12 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 6500

Re: Megabase in progress

btw where is your avatar image from? it looks like a film i saw some time ago but forgot :)
by foodfactorio
Fri Jan 18, 2019 3:12 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 6500

Re: Megabase in progress

well done for launching that rocket -- yeah some of the big mods ive tried so far are angels, angelbobs, pycoal, and main one was using AngelBobYuoki + npbees (i havet tried the redux version yet, which is on the list to try, but the original npbees was cool and still is plus compatible with those m...
by foodfactorio
Fri Jan 18, 2019 3:06 am
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 201082

Re: [MOD 0.13] Black Market (sell and buy on the market)

ok thanks binbin for your support and making the mod with at least the versions of the games, we all get busy times no problem :) for pymods, it should be ok, i used it to get a pymod robot (via my ealier link i think) and there wasnt any hard block as far as i remember weird i cant get it to work ...
by foodfactorio
Fri Jan 18, 2019 3:02 am
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 230
Views: 70227

Re: PyBlock (alpha)

kingarthur wrote:
Sun Nov 25, 2018 7:45 am
foodfactorio wrote:
Sun Nov 25, 2018 6:52 am
sounds interesting :)

"what do you do if someone comes at you with a kung FuKick....... you do a PyBlock" :D
That joke is almost as bad as your kung fu young grasshopper
/s. Is joke
hehe its all good :)
by foodfactorio
Fri Jan 18, 2019 2:57 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1351021

Re: Development and Discussion

At the moment there is a arbitrary limit on the number of indigence in a recipe a given assembler tier can work with 2 for MK1, 4, including one fluid for MK2. That limit will be gone in .17 vanilla. The "problem" at the moment that you can't automate the casting machines with MK2 assembl...
by foodfactorio
Fri Jan 18, 2019 2:42 am
Forum: Ideas and Requests For Mods
Topic: Mobile artillery turrets
Replies: 9
Views: 4624

Re: Mobile artillery turrets

ah thank you for post sorry for delay,
yes it is all good, maybe for targeting, the devs can add a new code function for you and other modders to allow different targeting methods

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