Search found 31 matches

by Gully
Fri Apr 26, 2024 3:00 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 158
Views: 26653

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Gergely wrote: ↑
Fri Apr 26, 2024 11:09 am
Doesn't "global statistics" imply statistics over a globe, or in other words a planet?
Wanna join the Flat Nauvis Society?
by Gully
Sun Jan 21, 2024 4:00 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 31091

Re: Friday Facts #394 - Assembler flipping and circuit control

Hmmm. Assembly machine can now be entirely controlled by the circuit network. I'm so ready for a factory of one Assembler that produces rocket parts, with a gazillion of combinators.
by Gully
Mon Jan 02, 2023 7:01 pm
Forum: Ideas and Requests For Mods
Topic: Worker Management
Replies: 0
Views: 648

Worker Management

I have an idea. Maybe I'll start on that myself this year. Two new items, Worker and Exhausted-Worker. Each recipe additionally requires a Worker and outputs an Exhausted Worker. Exhausted Workers can be refreshed to normal Workers in special new buildings. These range from early game (garden/swimmi...
by Gully
Sun Mar 20, 2022 4:19 pm
Forum: Ideas and Suggestions
Topic: Sync multiplayer saves to avoid downloading big maps / Synchronizing Maps / Avoid Multiplayer Download / Use local copy
Replies: 13
Views: 4292

Multiplayer Login without downloading

TL;DR When logging into a MP server, check if the client already has the savefile, skip the download in that case. What ? If you could start a MP server paused and wait for all clients to login, the login could be faster. (provided all clients have an identical savefile). It should only be necessar...
by Gully
Sat Jul 03, 2021 3:16 pm
Forum: Ideas and Requests For Mods
Topic: Life Pods plus Workers plus Food
Replies: 0
Views: 1026

Life Pods plus Workers plus Food

I got an idea. Not sure if I can code it myself (never tried going into modding), maybe a talended modder can do it. It is a crossover between the old Colonists mod and some production challenge. Optional with Life Pods . - Handcrafting is not affected - you start with a certain number of fresh Work...
by Gully
Wed Mar 11, 2020 10:40 am
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 93667

Re: [MOD 0.15] Robot Mining Site 0.6.3

I get an error on launching factorio with Robot-Mining-Site enabled. screenshot robot-mining-site on factorio launch.jpg Looks like not an interaction with other mods. A problem with the robot chest sprite. In case it helps, my mod list is Alien Biomes, Bottleneck, Crafting Speed Research, dangOreus...
by Gully
Sat Dec 23, 2017 11:04 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 60761

Re: Friday Facts #222 - Christmas avalanche

75k per fluid train vs. 100k per barrel train, that looks like good balance to me. You can take the extra effort of barreling/unbarreling and transporting the empty barrels back for an extra 33% transport capacity, or just use standard fluid wagons. Maybe it could even be nerfed to 50k per fluid wag...
by Gully
Sat Dec 23, 2017 3:21 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 60761

Re: Friday Facts #222 - Christmas avalanche

If it will be the same type of compression as before 0.16 it will not block. Nice map. What mod is it? Good to hear :) It is the dangOreus-Mod. Ore is everywhere, mixed Iron/Copper/Stone/Coal. And you can not build anything on ore - you have to dig for extra space. I'm trying with Marathon Deathwor...
by Gully
Fri Dec 22, 2017 11:37 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 60761

Re: Friday Facts #222 - Christmas avalanche

Hi, glad to here all of that. Train fixes, optional bufferchest settings, that all deserves a thumps-up. One more opinion on the sideloading belt-compression thingy. I use to build earlygame-sorters like these: https://www.civforum.de/attachment.php?attachmentid=1626885 I don't really care if sidelo...
by Gully
Sat Sep 09, 2017 8:22 am
Forum: News
Topic: Friday Facts #207 - Lua noise specification
Replies: 45
Views: 26656

Re: Friday Facts #207 - Lua noise specification

Wow, the preview looks really awesome. One of the problems I've been tackling is how to allow large bodies of water while ensuring that the player never starts on a tiny island. One way to do this is to add in a web-like structure near the starting area. Here's my idea on that. The background story ...
by Gully
Mon Jun 19, 2017 6:00 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 44974

Re: [MOD 0.15] Portal Research (and Asteroid Mining)

Hi, this is a cool idea. Portals as commodity in regular base-building, and then as a source for ressources late-game. Thank you for the mod!
by Gully
Sat May 27, 2017 12:14 pm
Forum: Not a bug
Topic: Unable to fuel train at Chain signal
Replies: 4
Views: 2091

Re: Unable to fuel train at Chain signal

I have a request that can perhaps be done at the same time, so I'm posting it here.


I can hook a red/green wire to a signal and read or set its state. Would be helpful if I could also do that with a chain-signal, at least reading mode.
by Gully
Sat May 27, 2017 10:59 am
Forum: Resolved Problems and Bugs
Topic: [0.15.15] Crash when selecting map-mark icon
Replies: 1
Views: 1069

[0.15.15] Crash when selecting map-mark icon

Hi devs, I'm playing a modded version which adds a lot of items. I tried to place an icon on the map and clicked on the categories, searching for the icon. Upon clicking a category with a lot of items in it, it crashed. Trying again, it crashed with a different error-message. (I clicked a different ...
by Gully
Mon May 22, 2017 8:56 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1091348

Re: [0.14.22+] Sea Block Pack 0.0.6

Hi Trainwreck,

thanks for the cool mod. Unfortunately, the last update of Angel's Mods broke something. Here's screenshots of the error message and my mod folder:
capture_003_22052017_225435.jpg
capture_003_22052017_225435.jpg (30.47 KiB) Viewed 16242 times
capture_002_22052017_225339.jpg
capture_002_22052017_225339.jpg (44.9 KiB) Viewed 16242 times
by Gully
Fri Apr 14, 2017 9:57 pm
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 60031

Re: Friday Facts #186 - Marathon testing

Pra(i)se the sun!


Can you release an experimental 0.15 version, for the impatient ones?

I've still not given up finishing my SpaceX game before 0.15, it's gonna be a photo finish...
by Gully
Fri Apr 07, 2017 4:48 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1091348

Re: [0.14.22] Sea Block Pack 0.0.3

the Mod Portal is sometimes slow. You can use this Dropbox link: https://www.dropbox.com/sh/ir93kdcpjl5det4/AACnI1YgiW5hFFkC6Nf1vIDOa?dl=0 It also has the mod "Bottleneck", which is a convenience mod I use. Should be pretty easy to find and delete if you don't want that :) @nagapito thanks...
by Gully
Fri Apr 07, 2017 10:34 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1091348

Re: [0.14.22] Sea Block Pack

Anyone feel like writing a startup sequence for the terminally lazy (like me)? I laid out a square of land, put the solar/accus down, made some coal, made crushed stone and algae for wood but kind of lost interest there. Should we make a bigger bit of land first or start heading towards ores? With ...
by Gully
Mon Mar 06, 2017 7:51 am
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 73865

Re: Friday Facts #180 - Map interaction

Hello, those map improvements look really cool, appreciate it. I have a suggestion. Maybe for the map, maybe somewhere else: See the contents of logistic chests (or signals) from remote. And see it in some way that doesn't spill over the screen even if it's 30+ different items/signals. Right now it'...
by Gully
Thu Jun 30, 2016 9:35 pm
Forum: Duplicates
Topic: Crash on update 0.13.0 -> 0.13.1
Replies: 2
Views: 1387

Crash on update 0.13.0 -> 0.13.1

Hello, I just updated Factorio. (via the ingame method, after launching it told me "there is a new version"). After downloading the update, it restarted Factorio, and then gave me an error message "an unexpected error occurred, you can help us solving the problem by posting the conten...
by Gully
Sun May 22, 2016 8:50 pm
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 41672

Re: Friday Facts #139 - Wrapping up multiplayer

One thing I'm wondering still is how will this game finder support modded games? Will there be space for a URL or something next to the game name to let people grab whatever mods are required? The mod portal will be used to download any required mods That is awesome, sir. It was always a bit annoyi...

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