Search found 21 matches

by otobot1
Fri Jul 24, 2020 10:39 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18290

Re: Friday Facts #357 - Nuke

Really not a fan of the nuke sound effect. The visuals are pretty sweet, but the sound feels very weak and unsatisfying.
by otobot1
Fri Mar 20, 2020 5:34 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 37300

Re: Friday Facts #339 - Beacon HR + Redesign process

Please, for the love of God, don't put in random variations of a sprite. I would probably stop playing until someone made a mod to force a particular orientation. Many Factorio players are really OCD about making everything straight and orderly, and this steps all over that. Maybe having different s...
by otobot1
Tue Jul 16, 2019 5:28 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 19169

Re: Version 0.17.58

If there are enough of people wanting that, we could make some obscure option or command for that. Add my vote to the start of what I expect will be a long list :) +1 for this also. Yes! Definitely. This change has been very annoying. Maybe hold shift for the current behaviour and ctrl or shift+ctr...
by otobot1
Sun May 12, 2019 4:13 am
Forum: Not a bug
Topic: [0.17.38] Deconstruction Planner Reserving Particular Inventory Slot
Replies: 2
Views: 363

Re: [0.17.38] Deconstruction Planner Reserving Particular Inventory Slot

After playing around some more, it seems that I middle clicked on a random slot in my inventory and that reserved a spot for the deconstruction planner. Not a bug then, but is this intended behaviour? It seems strange that this can accidentally happen in an inventory that is set to be automatically ...
by otobot1
Sun May 12, 2019 4:00 am
Forum: Not a bug
Topic: [0.17.38] Deconstruction Planner Reserving Particular Inventory Slot
Replies: 2
Views: 363

[0.17.38] Deconstruction Planner Reserving Particular Inventory Slot

I initially noticed that the landfill in my inventory was not sorting properly. A deconstruction planner was splitting the stacks of landfill into two different sections, as seen in screenshot1. After playing around a bit, I noticed that it wasn't a particular deconstruction planner. I had 2 decon p...
by otobot1
Fri Apr 12, 2019 4:24 pm
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 10838

Re: Version 0.17.29

I agree with the other comments on the rail ghosting. Being able to build rail ghosts without removing obstacles is extremely important earlier in the game before personal roboports. The manual track building mode isn't a suitable replacement either due to the small number of tracks it can show at o...
by otobot1
Sat Dec 15, 2018 1:29 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 16421

Re: Friday Facts #273 - Cutscene controller & Localisation plan

The cutscene controller video made me a little motion sick as well. I think it's moving too fast maybe? And maybe also panning and zooming simultaneously makes it worse? It's definitely accelerating the camera too quickly. The change from stationary camera to moving camera should be much more gradual.
by otobot1
Mon Oct 29, 2018 10:25 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 106037

Re: Friday Facts #266 - Cleanup of mechanics

"Since it was yet another thing that had to be explained somehow, we decided to just remove it." Seriously? I'm totally against removing AM ingredient limits from vanilla. As many others have stated, it adds a valuable sense of progression to the early technologies. Without it, I think the...
by otobot1
Mon Jan 22, 2018 7:53 pm
Forum: Duplicates
Topic: [0.16.16] Inside lane on belt stopping when adding splitter.
Replies: 4
Views: 769

Re: [0.16.16] Inside lane on belt stopping when adding splitter.

I suspected that that was the case. I wouldn't have wound up making the report, but the weird stuttering seemed worth reporting.
by otobot1
Mon Jan 22, 2018 7:34 pm
Forum: Duplicates
Topic: [0.16.16] Inside lane on belt stopping when adding splitter.
Replies: 4
Views: 769

Re: [0.16.16] Inside lane on belt stopping when adding splitter.

Also, the behaviour was the same with all mods disabled.

I also just tried adding items to the sulfur lane, and it stopped too.
by otobot1
Mon Jan 22, 2018 7:28 pm
Forum: Duplicates
Topic: [0.16.16] Inside lane on belt stopping when adding splitter.
Replies: 4
Views: 769

[0.16.16] Inside lane on belt stopping when adding splitter.

I was building a smart oil setup that I had used before, but I wanted to improve the compression of the iron i was inserting onto a belt that already had sulfur in the other lane. So I moved the inserters adding the iron so that they were inserting on to side belts and connected those in with splitt...
by otobot1
Sat Jan 20, 2018 5:40 am
Forum: Ideas and Suggestions
Topic: Click & Drag Cargo Wagon Filters
Replies: 7
Views: 1150

Click & Drag Cargo Wagon Filters

It would be nice if when we are setting filters in a cargo wagon we could set one and then click and drag it through the whole inventory. Right now we have to copy it to all 40 slots individually in every car, which takes forever.
by otobot1
Wed Jan 17, 2018 12:54 am
Forum: Resource Spawner Overhaul
Topic: Changing Ore Settings Mid-Game
Replies: 4
Views: 4760

Re: Changing Ore Settings Mid-Game

Thanks for the help. Great mod btw.
by otobot1
Tue Jan 16, 2018 12:36 am
Forum: Resource Spawner Overhaul
Topic: Changing Ore Settings Mid-Game
Replies: 4
Views: 4760

Re: Changing Ore Settings Mid-Game

Is there a command or something to force the game to regenerate existing chunks according to the new rules?
by otobot1
Mon Jan 15, 2018 11:46 am
Forum: Not a bug
Topic: 16.15 It is possible to "upgrade" a splitter with a belt
Replies: 4
Views: 996

Re: 16.15 It is possible to "upgrade" a splitter with a belt

I'm not a fan of this change either. I can't think of a single time I've found it useful, and it's CONSTANTLY a problem when upgrading belts. You accidentally move your mouse one tile too far and replace an inserter covered with ore, and then you have to change the item in your hand to a splitter an...
by otobot1
Mon Jan 15, 2018 11:38 am
Forum: Resource Spawner Overhaul
Topic: Changing Ore Settings Mid-Game
Replies: 4
Views: 4760

Changing Ore Settings Mid-Game

I decided to try my hand at building a 1000 SPM megabase for the first time, potentially expanding up to 2000 SPM if I get around to it. So I decided to use RSO along with Angel's Infinite Ores, plus some other mods, to make my life easier. Unfortunately, as I was unfamiliar with RSO settings, and h...
by otobot1
Fri Dec 22, 2017 6:31 am
Forum: Duplicates
Topic: [16.7] - Unable to Place Chemical Plant
Replies: 3
Views: 623

Re: [16.7] - Unable to Place Chemical Plant

That was indeed the problem. Issue solved. Thanks.
by otobot1
Fri Dec 22, 2017 5:47 am
Forum: Duplicates
Topic: [16.7] - Unable to Place Chemical Plant
Replies: 3
Views: 623

[16.7] - Unable to Place Chemical Plant

I am trying to build an oil setup that I brought into my new 0.16 playthrough from my old 0.15 world using a blueprint. As part of that blueprint I have chemical plants making lubricant in 2x2 sections, with pipe running down the middle. For some reason, when I placed the blueprint, two of the chemi...
by otobot1
Sat Dec 16, 2017 12:04 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 32814

Re: Friday Facts #221 - 0.16 is out

I do agree that compressing with undergrounds is unintuitive and doesn't make sense. I did like it though, just because it allowed many builds (especially very tight beaconed builds) to be much tidier and elegant than is possible with sideloading or splitters. But I do see the valid argument against...
by otobot1
Thu Dec 14, 2017 11:55 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 38495

Re: [0.16.0] Sideloading works compeltely different now

Whether or not this was an intended change, I think it's a very bad change. Especially as I heard (haven't had time to confirm) that undergrounds no longer fully compress either. Sideloading and compressing with underground belts is a fundamental part of how basically everyone designs their bases. H...

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