Search found 47 matches
- Mon May 06, 2019 10:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.36] Factorio doesn't remember key bindings from previously active mods
- Replies: 3
- Views: 920
- Fri May 03, 2019 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.36] Factorio doesn't remember key bindings from previously active mods
- Replies: 3
- Views: 920
[kovarex] [0.17.36] Factorio doesn't remember key bindings from previously active mods
As the title says, when re-enabling previously active mods Factorio does not remember any changes made to the key bindings.
- Fri Apr 19, 2019 6:43 pm
- Forum: Mods
- Topic: [MOD 0.13] Wagon Capacity Color
- Replies: 14
- Views: 4225
Re: [MOD 0.13] Wagon Capacity Color
Hi,
i wonder why after such a long time of 0.17 being out no one asked for an update for this great mod.
So, would it possible to update it to 0.17 ?
i wonder why after such a long time of 0.17 being out no one asked for an update for this great mod.
So, would it possible to update it to 0.17 ?
- Sat Aug 04, 2018 11:32 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 36184
Re: Friday Facts #254 - No research queue for you
As someone who's not playing without the research queue mod anymore i don't mind it being dropped from the game. The restriction to queue 5 techs makes it completely useles. Sure, the ui of the mod could be better but it works pretty well. The reasons kovarex gives remind me of the now famous words ...
- Wed Jun 14, 2017 8:51 pm
- Forum: Releases
- Topic: Version 0.15.20
- Replies: 29
- Views: 13926
Re: Version 0.15.20
Nice update and i strongly disagree with the people complaining about the tooltip for belt speed.
Anything else than item/sec would be useless...
Anything else than item/sec would be useless...
- Fri May 19, 2017 7:30 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 75853
Re: Friday Facts #191 - Gui improvements
You got me with the shift-click.. I love the proposed changes. If possible make the ammo count for the equipped weapon also show the total number instead of the remaining stack. Finally it has been mentioned to change hotkeys for your 6th-10th items from shift-1-5 to 6-0. I agree with this change. P...
- Thu May 11, 2017 5:13 pm
- Forum: Ideas and Suggestions
- Topic: Show placed blueprints inside logistic network
- Replies: 0
- Views: 202
Show placed blueprints inside logistic network
Hi,
I would like to suggest that the items required to construct blueprints placed inside the range of a roboport are shown as negative numbers in said logistic network.
I would like to suggest that the items required to construct blueprints placed inside the range of a roboport are shown as negative numbers in said logistic network.
- Thu May 11, 2017 2:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15] [Hanziq] Rail signal remains red when there is no train in the block (MR)
- Replies: 13
- Views: 3275
Re: [0.15] [Hanziq] Rail signal remains red when there is no train in the block
Hi,
I have the same problem since upgradeing to 0.15.10. I keep finding signals that are red when they shouldn't be.
I can attach my save if it's any help.
I have the same problem since upgradeing to 0.15.10. I keep finding signals that are red when they shouldn't be.
I can attach my save if it's any help.
- Sat Mar 18, 2017 12:27 pm
- Forum: News
- Topic: Friday Facts #182 - Optimizations, always more optimizations
- Replies: 94
- Views: 24797
Re: Friday Facts #182 - Optimizations, always more optimizations
I think the dev want to much for 0.15. This is a bit true tbh. They are playing the 7 days to die card. Keep adding and adding and adding and adding content and it gets pushed back more and more... Interesting. If you don't want new content being added and the optimizations aren't welcome either, w...
- Fri Mar 03, 2017 9:35 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 37353
Re: Friday Facts #180 - Map interaction
This looks really awesome. What i would like to see is 1. hide mini map when map is open 2. option to hide terrain (black background) and only show: -buildings -train network -ores (select a specific ore/show all ores) -aliens -trees edit: thinking about it, hide all ui elements when the map is open...
- Thu Mar 02, 2017 11:45 pm
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 14021
Re: Which turrets are best?
Gun turrets don't care about blackouts. Thats what convinced me.
Feeding them with a belt is easier than it seems at first.
Feeding them with a belt is easier than it seems at first.
- Thu Mar 02, 2017 11:34 pm
- Forum: Balancing
- Topic: make solar research required for the rocket silo
- Replies: 1
- Views: 629
make solar research required for the rocket silo
Hi,
right now one can research the rocket silo without researching solar but solar panels are used to build satellites.
right now one can research the rocket silo without researching solar but solar panels are used to build satellites.
- Sun Jan 08, 2017 8:37 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Minimap autohide
- Replies: 23
- Views: 6019
Re: [MOD 0.14.x] Minimap autohide
Hi,
i posted a suggestion on the mod portal before i saw your thread here.
My suggestion was to add an option to hide the ui elements when the main map is opened.
And great mod.
i posted a suggestion on the mod portal before i saw your thread here.
My suggestion was to add an option to hide the ui elements when the main map is opened.
And great mod.
- Tue Dec 20, 2016 6:15 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3412
- Views: 460178
Re: Bugs & FAQ
Yes, works now. Thank youArch666Angel wrote:"should be fixed"DukeAl wrote:Hi,
with the newest version of refining (0.5.3) the clarifier stoped voiding liqiuds.
- Tue Dec 20, 2016 4:55 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3412
- Views: 460178
Re: Bugs & FAQ
Hi,
with the newest version of refining (0.5.3) the clarifier stoped voiding liqiuds.
with the newest version of refining (0.5.3) the clarifier stoped voiding liqiuds.
- Thu Oct 06, 2016 11:51 am
- Forum: Ideas and Suggestions
- Topic: Search in crafting recipes should search in ingredients, too
- Replies: 2
- Views: 897
Re: Search in crafting recipes should search in ingredients, too
I would agree that the search function is pretty useless in its current state. Please include the ingredients.
Same goes for the research window. If it would include the effects in the search it would make way more sense.
Same goes for the research window. If it would include the effects in the search it would make way more sense.
- Wed Oct 05, 2016 8:51 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3683
- Views: 684206
Re: Development and Discussion
Hi, I'm now 24h into a game with a friend using your mods (InfOre,Refining,PetroChem) and we really enjoy the added layer of complexity. There is just one thing making me go nuts though. I spend a considerable amount of time searching for the carbon recipe which is now called coke purification. That...
- Sun Sep 25, 2016 12:21 am
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 25470
Re: Friday facts #157 - We are able to eat paper, but we don't do it
If you use the zipped version everything is stored in the Factorio folder which can be moved wherever you like.
- Mon Sep 19, 2016 10:29 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3683
- Views: 684206
Re: Development and Discussion
Only problem I noticed was that in your angels-petrochem-override you set data.raw["technology"]["sulfur-processing"]=nil This causes issues with some other mods that use/depend on Bobs stuff, including his own Bob's revmap. N-Tech Chemistry probably also won't particuarly like it. Yep, Uranium Pow...
- Thu Sep 08, 2016 9:02 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 80729
Re: [MOD 0.12.12+] Research queue 1.2.6
Tested it on .14 and seems to work fine. Just change the version in the info.json to "factorio_version": "0.14"matjojo wrote:when are you going to do a .14 version?