So I got to try out DangOreus finally and find it quite enjoyable so far.
However, I consistently get crashes: Whenever I move too far away from the starting area, I get a popup informing me about an error that can't be fixed before I get sent back to main menu.
DangOreus is the only mod installed ...
Search found 44 matches
- Sat Mar 23, 2019 6:31 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 144730
- Sat Mar 16, 2019 10:41 pm
- Forum: General discussion
- Topic: [0.17.13] What's the intention behind the new extended tutorial map?
- Replies: 1
- Views: 1229
[0.17.13] What's the intention behind the new extended tutorial map?
So after I've been asked so nicely by the FFF#286 to try out the updated introduction campaign, I've fumbled with it some more :D
I have already given a pretty detailed description about my experience with the 0.17 intro this far in this post and I would say my experience hasn't changed ...
I have already given a pretty detailed description about my experience with the 0.17 intro this far in this post and I would say my experience hasn't changed ...
- Thu Mar 14, 2019 9:31 pm
- Forum: Duplicates
- Topic: [0.17.12] Crash When picking a temporary station while wait condition is active
- Replies: 1
- Views: 1018
[0.17.12] Crash When picking a temporary station while wait condition is active
What happened?
I wanted to quickly call a train to my character, enter and have it return to the station I called it from. In the process the game froze and pointed me to the log file before closing.
What did I do?
I opened the map (m) and selected a train waiting indefinitely in a far away ...
I wanted to quickly call a train to my character, enter and have it return to the station I called it from. In the process the game froze and pointed me to the log file before closing.
What did I do?
I opened the map (m) and selected a train waiting indefinitely in a far away ...
- Tue Mar 12, 2019 12:07 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 9262
Re: [0.17.3] Campaign Experience and Suggestions
You're very much welcome, that's what the community is for!
- Thu Mar 07, 2019 5:04 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 9262
Re: [0.17.3] Campaign Experience and Suggestions
I'm just... Baffled. Where do you take all this from? At no point did I suggest anything you describe?
Except for "make things easier initially", which you at least sort of agreed upon-
Agreed. I don't think the campaign as it stands is too hard, but I do think it's hard . And maybe less-hard is ...
Except for "make things easier initially", which you at least sort of agreed upon-
Agreed. I don't think the campaign as it stands is too hard, but I do think it's hard . And maybe less-hard is ...
- Thu Mar 07, 2019 2:11 pm
- Forum: Ideas and Suggestions
- Topic: Now vacant pickaxe slot should get dedicated to construction robots
- Replies: 7
- Views: 3032
Re: Now vacant pickaxe slot should get dedicated to construction robots
I don't know about Robot Stacker, it feels redundant. I would prefer just to have all 600 bots in one cell. But it is a technical question, developers will decide how to make at.
Yeah, it's just a suggestion :)
The thing with having all of them in the cell would mean suddenly allowing a much ...
- Thu Mar 07, 2019 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Now vacant pickaxe slot should get dedicated to construction robots
- Replies: 7
- Views: 3032
Now vacant pickaxe slot should get dedicated to construction robots
TL;DR
The pickaxe slot got removed in 0.17 and can now be replaced with a slot that takes the personal roboport's construction bots.
What ?
At the beginning of the game, said slot would simply accept up to one Stack of bots. Easy and effective.
Later, when the player might want to use several ...
The pickaxe slot got removed in 0.17 and can now be replaced with a slot that takes the personal roboport's construction bots.
What ?
At the beginning of the game, said slot would simply accept up to one Stack of bots. Easy and effective.
Later, when the player might want to use several ...
- Thu Mar 07, 2019 9:25 am
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 9262
Re: [0.17.3] Campaign Experience and Suggestions
Well... Obviously that's a reasonable thing to do , especially in factorio... But I assume the first steps' to-do list should avoid concluding on "go on the internet and look up a tutorial for the tutorial"? ;)
Isn't that how we all learned freeplay ?
My man, you need to start reading ...
- Thu Mar 07, 2019 7:35 am
- Forum: Ideas and Suggestions
- Topic: Personal Ammo Limit
- Replies: 2
- Views: 1577
Re: Personal Ammo Limit
Sounds more like you need more ammo production, rather than a limit on how many to stow away for your gun :lol:
Sorry for being silly, but I do feel like that would only overcomplicate things.
With biters being a lot more of a threat in 0.17 I wouldn't limit myself on ammo production, I would say ...
Sorry for being silly, but I do feel like that would only overcomplicate things.
With biters being a lot more of a threat in 0.17 I wouldn't limit myself on ammo production, I would say ...
- Thu Mar 07, 2019 7:24 am
- Forum: Ideas and Suggestions
- Topic: Quickbar, replace slot with current item
- Replies: 7
- Views: 4579
Re: [0.17.x] Overwriting Toolbelt Slot
I feel like if I have my inventory open and I put an item onto a slot, it should take up that toolbelt slot no matter what is already there. (Is there an option I'm missing that changes this behavior?)
If I read correctly, that's OP's proposal: an option to override a taken toolbelt slot ...
- Wed Mar 06, 2019 4:35 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 35635
Re: Removing fluid temperature - thoughts?
Generally speaking I would say mixing steam of different temperatures makes no sense at all (vast differences in many properties like pressure, saturation etc.). Also, I have no clue why someone would like to change the temperature of any other liquid in factorio...?
In Factorio, all fluids ...
- Tue Mar 05, 2019 4:07 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 9262
Re: [0.17.3] Campaign Experience and Suggestions
After My very crushing "first steps", I watched the discussions in the forums and learned a lot about the intro
I'd like to weigh in a little here on this and say I think this is exactly what a player should do if they have trouble with something: go look for help.
Well... Obviously that's ...
- Tue Mar 05, 2019 10:22 am
- Forum: General discussion
- Topic: Some thoughts on 0.16 -> 0.17
- Replies: 25
- Views: 10872
Re: Some thoughts on 0.16 -> 0.17
once you can casually sprawl solar panels make power irrelevant, and nuclear power is kinda op due to the advance refining thinggy.
I am still overly confused by solar and nuclear. I feel like the ratio of panels and accumulators is complicated, so I don't want to do the maths to work it out ...
- Tue Mar 05, 2019 9:35 am
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 9262
[0.17.3] Campaign Experience and Suggestions
After Playing around enough with the new 0.17 Campaign I'd like to describe my experience , give my opinion on what I personally think it gets wrong and also give a number of suggestions that might help improve it.
What might help understand the given criticism a bit better: I first got the demo for ...
What might help understand the given criticism a bit better: I first got the demo for ...
- Fri Mar 01, 2019 8:15 pm
- Forum: Outdated/Not implemented
- Topic: -
- Replies: 34
- Views: 14728
Re: [0.17.2] Tutorial seems very difficult
At 90% research, the biter attacks are designed to consume 100% of your production capacity in ammo, so unless you've gotten ahead of the previous attack strength, you're guaranteed to be overrun.
I know this comes directly from the devs, having read about this topic for a while now.
Leaving ...
- Fri Mar 01, 2019 7:29 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 77843
Re: Friday Facts #284 - 0.17 experimental
Will we get Loaders in Freeplay? Have Loaders only work with filling up/emptying chest-types (wagons and chests). Everything else would need inserters.
I believe loaders/feeders are intended as tools for playtesting by the devs or modders, so they're deliberately not made for vanilla.
Inserters ...
- Fri Mar 01, 2019 6:58 pm
- Forum: Implemented Suggestions
- Topic: [0.17.0] Tutorial: "Feeder" vs. "Loader"
- Replies: 12
- Views: 7943
Re: [0.17.0] Tutorial: "Feeder" vs. "Loader"
Also it's absolutely unobvious that loader must be feeded by belts, not arms.
Thank you. I stood there for a good minute or two absolutely clueless how to interact with them:
Drop items on it manually? No.
Open some kind of interface? No.
Stack-load the thing with Ctrl-LMB? No.
Put the items ...
- Fri Mar 01, 2019 4:36 pm
- Forum: Balancing
- Topic: Power armor power systems
- Replies: 19
- Views: 9662
Re: Power armor power systems
They just buffed the solar panels to 30kW.
I try to soak up every bit of information about 0.17 and yet manage to miss out on some of the most interesting parts :roll:
This is essential, now the lower tier power armors will be a lot more viable.
I also agree that the portable fusion reactor ...
- Fri Mar 01, 2019 4:08 pm
- Forum: Gameplay Help
- Topic: New Shortcut Buttons cannot be enabled
- Replies: 5
- Views: 5350
Re: New Shortcut Buttons cannot be enabled
Others like undo, copy / paste etc have their checkbox disabled so that it cannot be checked.
I had the same experience as well and found it confusing because I did 't know why others were using these already but I couldn't.
I later found a prompt that appears if you hover over the greyed out ...
- Fri Mar 01, 2019 3:53 pm
- Forum: Gameplay Help
- Topic: A Long Guide to the Fantastic New Quickbar (0.17)
- Replies: 14
- Views: 23862
Re: A Long Guide to the Fantastic New Quickbar (0.17)
I legit thought this was put together by a factorio staff member :D
Thank you for your super detailed and nicely structured guide, I will definitely come back to it whenever I'm unsure about something! I encourage you to get this integrated into the wiki, there's probably not much else left to say ...
Thank you for your super detailed and nicely structured guide, I will definitely come back to it whenever I'm unsure about something! I encourage you to get this integrated into the wiki, there's probably not much else left to say ...