Search found 122 matches
- Tue Aug 06, 2019 4:19 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 369138
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
What's the AOE?
- Tue Aug 06, 2019 4:09 pm
- Forum: Releases
- Topic: Version 0.17.63
- Replies: 21
- Views: 17112
Re: Version 0.17.63
Why is there no mention to changes to fluid box connections in entities? There definitely was some change, since several mods broke due to it.
- Sun Aug 04, 2019 2:50 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 108860
Re: [MOD 0.16] Realistic Reactors
Is making underground heat pipes that behave like normal heat pipes even possible? To my understanding, there is no prototype that can transport heat AND act like an underground pipe. This type of thing would me to be implamented in the source code, or be done via script (like it was done here, exce...
- Mon Jul 29, 2019 2:43 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 292291
Re: Friday Facts #305 - The Oil Changes
Just my 2 cents regarding the concern of promoting the 'worse' method of making solid fuel by unlocking only the gas recipe for it first: lock the light recipe behind a 'better fuel refining methods' tech. Done.
- Sat Jul 27, 2019 11:19 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 292291
Re: Friday Facts #305 - The Oil Changes
Personally, I don't think that this oversimplification is a good idea. It doesn't fix the complexity jump of managing multiple products, it just puts it off. Plus, there's the new issue of new players just making a line in line out, since they're not aware that the other connections even exist. Mayb...
- Sat Jul 27, 2019 11:03 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 369138
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Isn't Sulphur a side product of 'lightening' oil products? AKA the cracking process? (IRL)
- Thu Jul 25, 2019 4:02 am
- Forum: Ideas and Suggestions
- Topic: Mods marked incompatible should refuse to start the game
- Replies: 1
- Views: 1214
Re: Mods marked incompatible should refuse to start the game
A pop-up in the main menu? Something sufficientvelocity different from the experimental warning though, so that the player doesn't click it off on instinct.
Or better off, add an option to tick off the experimental warning as well.
Or better off, add an option to tick off the experimental warning as well.
- Sun Jul 14, 2019 10:21 am
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 59432
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
As most people have the game already, this advice might not help much: Buy the game in the factorio shop and if possible don't connect it to steam. If you buy the game on Steam, steam gets up to 30% of the price as rev share. 30% for little effort on their side. Ok, marketing and visibility are hig...
- Sat Jul 13, 2019 8:33 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 59432
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
Arguing that they are the problem is like arguing that ebay is problem because someone stole your phone and sells through it. So... Let's say you sell cars. If someone drove a car up to your lot wanting to sell it to you (for you to then resell it to another), you consider it perfectly fine to just...
- Fri Jul 12, 2019 8:13 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 59432
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
you gave them 2 days to process an inquiry about 66k $ and complain that they didn't reply yet? probably this strategy just affects sales after they released that news, but still, this does sound like g2a are the good guys. Even if you made 6600$ loss (330 games), you probably earned much more from...
- Thu Jul 11, 2019 8:20 pm
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 23562
Re: Version 0.17.56
Why would this impact the rail bridge mod? Doesn't it only mess with collision mask settings?
Edit: ohh right, this version of the bridge mod exists. Thought it was about the water bridge rails.
Edit: ohh right, this version of the bridge mod exists. Thought it was about the water bridge rails.
- Mon Jul 08, 2019 9:34 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 369138
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Why doesn't this forum have a like option...
- Thu Jul 04, 2019 9:41 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 369138
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Does this require special preparation for each sprite, or can it handle any projection?
- Tue Jun 18, 2019 9:14 pm
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 25859
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Is it normal that my evo gets to 0.8 before I leave the burner phase? Using AAI industry, so getting to power is a lot slower.
- Mon Jun 17, 2019 8:57 pm
- Forum: Reika's Mods
- Topic: RubberBelts - Easier belt laying in the early game without substantially changing progression
- Replies: 12
- Views: 7228
Re: RubberBelts - Easier belt laying in the early game without substantially changing progression
You could check the presence of the aftermentioned recipe, and only add yours if it doesn't exist.
- Mon Jun 10, 2019 9:35 pm
- Forum: Show your Creations
- Topic: [0.17] Gardrek's Mall v4.2.3
- Replies: 2
- Views: 7773
Re: [0.17] Gardrek's Mall v4.2.3
I find that using steel chests in some places and iron chests in others makes it easier to use upgrade planner. Just set one for one type, other for the second.
- Fri May 31, 2019 10:24 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 369138
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
One potentially major argument against non furnace type furnaces. With furnace entities, once you upgrade the efficiency of the system (say, going from raw ores to cleaned ores... This is a viable way to increase efficiency right?), they will automatically update their recipe once they run out of th...
- Tue May 28, 2019 9:20 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 369138
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Looks very nice, but being such a wide overhaul is a BIT of a problem since it kills compatability with other mods.
Watching this, but will probably not play it on launch (since I'm busy explorering space atm).
Watching this, but will probably not play it on launch (since I'm busy explorering space atm).
- Tue May 28, 2019 8:40 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 55925
Re: [MOD 0.17] Deadlock's Crating Machine
I'll try to figure out a bit more tommorow then.
As for the brighter color bit, it doesn't seem to work at all. I tried to only edit the base tint stuff, but then I recived an error about the brighter color stuff.
As for the brighter color bit, it doesn't seem to work at all. I tried to only edit the base tint stuff, but then I recived an error about the brighter color stuff.
- Tue May 28, 2019 7:56 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 55925
Re: [MOD 0.17] Deadlock's Crating Machine
I managed to add a new machine tier (had to copy the animation bit to change the tint... Would appritiate tips on how to change only that bit without copying everything), tech, recipe, item... The one thing that gave me trouble is that it seems like your function can't deal with requests to add to a...