Search found 49 matches

by DukeAl
Fri Feb 05, 2021 3:39 am
Forum: Minor issues
Topic: [1.1.19] mod manager installs and activates dependencies of deactivated mod
Replies: 4
Views: 1832

[1.1.19] mod manager installs and activates dependencies of deactivated mod

Hi,
i got Space Exploration installed and deactivated.
When i update my mods and there is an update for Space Exploration it will install and activate AAI Industry, AAI Signal Transmission and Alien Biome.
by DukeAl
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: 2511

[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.
by DukeAl
Fri Apr 19, 2019 6:43 pm
Forum: Mods
Topic: [MOD 0.13] Wagon Capacity Color
Replies: 15
Views: 8029

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 ?
by DukeAl
Sat Aug 04, 2018 11:32 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 82895

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 ...
by DukeAl
Wed Jun 14, 2017 8:51 pm
Forum: Releases
Topic: Version 0.15.20
Replies: 29
Views: 20399

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...
by DukeAl
Fri May 19, 2017 7:30 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150053

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...
by DukeAl
Thu May 11, 2017 5:13 pm
Forum: Ideas and Suggestions
Topic: Show placed blueprints inside logistic network
Replies: 0
Views: 694

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.
by DukeAl
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: 7211

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.
by DukeAl
Sat Mar 18, 2017 12:27 pm
Forum: News
Topic: Friday Facts #182 - Optimizations, always more optimizations
Replies: 94
Views: 42399

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...
by DukeAl
Fri Mar 03, 2017 9:35 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 67139

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...
by DukeAl
Thu Mar 02, 2017 11:45 pm
Forum: General discussion
Topic: Which turrets are best?
Replies: 37
Views: 26191

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.
by DukeAl
Thu Mar 02, 2017 11:34 pm
Forum: Balancing
Topic: make solar research required for the rocket silo
Replies: 1
Views: 1241

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.
by DukeAl
Sun Jan 08, 2017 8:37 pm
Forum: Mods
Topic: [MOD 0.15.x] Minimap autohide
Replies: 23
Views: 11621

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.
by DukeAl
Tue Dec 20, 2016 6:15 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217462

Re: Bugs & FAQ

Arch666Angel wrote:
DukeAl wrote:Hi,
with the newest version of refining (0.5.3) the clarifier stoped voiding liqiuds.
"should be fixed"
Yes, works now. Thank you
by DukeAl
Tue Dec 20, 2016 4:55 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217462

Re: Bugs & FAQ

Hi,
with the newest version of refining (0.5.3) the clarifier stoped voiding liqiuds.
by DukeAl
Thu Oct 06, 2016 11:51 am
Forum: Ideas and Suggestions
Topic: Search in crafting recipes should search in ingredients, too
Replies: 16
Views: 5082

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.
by DukeAl
Wed Oct 05, 2016 8:51 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1386874

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...
by DukeAl
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: 41803

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.

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