Search found 22 matches

by JareX
Fri Aug 26, 2022 12:35 am
Forum: Questions, reviews and ratings
Topic: Looking for a ore patch spawner mod
Replies: 12
Views: 2698

Re: Looking for a ore patch spawner mod

Yeah, but that doesnt allow me to put ore patches on the fly while playing.

The closest thing that does what I want is creative mode, but not exactly.

So, I guess I will have to stick with it.
by JareX
Thu Aug 25, 2022 1:52 am
Forum: Questions, reviews and ratings
Topic: Looking for a ore patch spawner mod
Replies: 12
Views: 2698

Re: Looking for a ore patch spawner mod

Yes, its possible to do it via console, but doing it several times is annoying and slow, also very hard and innacuarate to delete already placed patches, so I'm looking for a mod that does this with a friendly interface.
by JareX
Wed Aug 24, 2022 3:16 am
Forum: Questions, reviews and ratings
Topic: Looking for a ore patch spawner mod
Replies: 12
Views: 2698

Looking for a ore patch spawner mod

I need a mod that can do the following: - Let me easily spawn a square shaped resource patch - Let me erase a resource patch - (Optional): At world gen, it doesn't generate any resource patches Another idea would be: Lets you craft a miner that already has a resource patch beneath it, one for each t...
by JareX
Thu Feb 28, 2019 11:09 pm
Forum: Balancing
Topic: Tutorial Feedback: Too confusing and hard for a new player
Replies: 5
Views: 2144

Re: Tutorial Feedback: Too confusing and hard for a new player

You mean make the biter the same toughness as before? You know that I've played many many maps and I've never lost a single game. I mean if that's the kind of game you want, maybe the developers should add difficulty levels, like in Civizilation. There's the Chieftain, Warlord, Prince, Deity, etc. ...
by JareX
Thu Feb 28, 2019 10:18 pm
Forum: Questions, reviews and ratings
Topic: Looking for: Place/delete ores/oil without console
Replies: 1
Views: 1010

Looking for: Place/delete ores/oil without console

I'm looking for a mod to place or delete any type of resource (iron, cooper, stone, coal, oil or uranium) without having to use the console.

thanks and sorry if this already on the portal (looked for it but didnt find)
by JareX
Thu Feb 28, 2019 9:51 pm
Forum: Balancing
Topic: Tutorial Feedback: Too confusing and hard for a new player
Replies: 5
Views: 2144

Tutorial Feedback: Too confusing and hard for a new player

I decided to let a friend play the campaign without helping him to see his reaction (he is 23 years old and is used to more modern games) here is the result: 1) It was a disaster 2) The first part had the following issues a) Basic mechanics not explained - Friend didnโ€™t know how to open the inventor...
by JareX
Thu Feb 28, 2019 2:43 pm
Forum: Ideas and Suggestions
Topic: Escape Key functionality and "clear item from hand"
Replies: 5
Views: 1476

Re: Escape Key functionality and "clear item from hand"

I know, but I have 350 hours of gameplay and just recently discovered that.

What about new players? how are they suposed to know?

Q makes sense only to experienced players of factorio.
by JareX
Thu Feb 28, 2019 1:46 pm
Forum: Ideas and Suggestions
Topic: Escape Key functionality and "clear item from hand"
Replies: 5
Views: 1476

Escape Key functionality and "clear item from hand"

I have a lot of frustration while trying to do some thing in factorio: 1) I have an item in my hand but I dont want to place it. - If I left click I place it - If I right click I will try to mine ore or nothing will happen - If I press escape the option menu comes up, and when returning to the game ...
by JareX
Thu Feb 28, 2019 1:35 pm
Forum: Resolved Problems and Bugs
Topic: [17.0.2] CRASH while draging a bp to "game blue prints" with right click (FIXED)
Replies: 1
Views: 630

[17.0.2] CRASH while draging a bp to "game blue prints" with right click (FIXED)

*edit: In 17.0.3 I can no longer reproduce this crash. thx devs! :D The game crashed while I was on the blueprint interface. I was "holding" a blueprint in my hand I accidentaly right clicked in the left big square of the interface. This crashed the game. How to reproduce the crash: 1) Loa...
by JareX
Thu Feb 28, 2019 2:45 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33732

Re: [0.17.10] intro too hard

Seems a bit steep for what would be a brand new player. The difficulty is based on pollution, so if your factory was "big" and you did not produce many bullets (as a % of your total production), then you will fail. New players do not produce as much pollution as a vet. I will be tweaking ...
by JareX
Thu Feb 28, 2019 2:31 am
Forum: Ideas and Suggestions
Topic: [0.17.0] Campaign 1 Observations
Replies: 26
Views: 6137

Re: [0.17.0] Campaign 1 Observations

I agree with the OP suggestions. Although I'm an experienced player, I find the tutorial confusing and hard. I also made a friend that has neved played factorio play the campaing without helping him and it was a disaster. I think there should be an even more basic tutorial prior to the first one, ex...
by JareX
Thu Feb 28, 2019 2:22 am
Forum: Not a bug
Topic: [0.17.2] Can use commands like ctr+c but not cancel it while no unlocked
Replies: 4
Views: 1343

Re: [17.0.2] Can use commands like ctr+c but not cancel it while no unlocked

press "Q" (which doesnt make much sense). Why doesn't Q make sense? (I am asking for interesting feedback to give to campaign guys) Using Q to exit a menu or any interface makes no sense because I don't use Q for that function in any other program or game. Escape in the other hand is much...
by JareX
Wed Feb 27, 2019 7:47 pm
Forum: Not a bug
Topic: [0.17.2] Can use commands like ctr+c but not cancel it while no unlocked
Replies: 4
Views: 1343

[0.17.2] Can use commands like ctr+c but not cancel it while no unlocked

Although I have not unlocked shortcuts like ctr+c or ctr+x on the panel next to the toolbar I still can use those command with the corresponding shortcut keys. But what is most annoying is the fact that if I press for example ctr+c a cursor appears to copy a new area, but If I don't want to do it I ...
by JareX
Fri Nov 16, 2018 11:10 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 83360

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I just wanted to post a huge thank you to the developers.

The new belts look great, I really apreciate all the effort done.

I love this game :)
by JareX
Mon Feb 19, 2018 9:39 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 38587

Re: Version 0.16.25

Bravo!!!!!

I think the game is complex enough (specially for new players) to be forced to do huge worarounds that revolves around glitches or bugs, or unintuitive use of other elements (like splitters) in order to compress a belt.

I think is a step in the right direction.

:)
by JareX
Thu Jan 18, 2018 2:22 am
Forum: General discussion
Topic: Mega-Base from the devs
Replies: 17
Views: 11825

Re: Mega-Base from the devs

I have playerd around 280 hours of factorio and I have never used trains. All my bases have used belts or belt bus mainly, with the ocasional bot setup. I have never built a base with more than 1 rocket silo. I have had a lot of fun with the game and of course I feel that I have a lot to do with it....
by JareX
Sat Jan 06, 2018 7:34 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 344224

Re: Friday Facts #224 - Bots versus belts

Please do not touch bots I never use bots because I like belts. But I think bots should not be removed from the game, because some people prefer them. Instead just make belts better My suggestions for belt improvments are as follow: 1) Allow inserters to naturally compress belts 2) Allow side loadin...
by JareX
Wed Dec 20, 2017 5:23 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 59285

Re: [16.0] Sideloading works completely different now

So I've spent the last few days working on belt based layouts. I'm not having any difficulty in getting a compressed belt with a splitter. In most cases I've been able to divert an output belt after it is about half full, tunnel under some inserters then merge it back into another output belt. I ha...
by JareX
Mon Dec 18, 2017 1:53 am
Forum: Not a bug
Topic: [kovarex] [16.0] Inserting on underground belt behaves different
Replies: 24
Views: 26179

Re: [kovarex] [16.0] Inserting on underground belt behaves different

AideenFb wrote:From the perspective .....
I totally agree. Having a "diverter" would be awesome. And yes, inserters should compress the belts on their own.
by JareX
Sun Dec 17, 2017 10:54 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 59285

Re: [16.0] Sideloading works completely different now

See?

Having to put those complicated workarounds is not "skill", it's just an annoyance.

Sideloading should work automatically, and inserters should compress the belt by themselves.

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