Search found 15 matches

by AkQ
Thu Oct 31, 2024 1:17 pm
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 82
Views: 30690

Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game



Mistake. I got carried away, but i fixed it to the original post now.


It still says :


There’s zero logical reason for this move except to cash in on existing owners


Which makes no sense, wether or not it's a standalone, existing owner pays the same price.


You forget the Wild idea ...
by AkQ
Thu Oct 31, 2024 12:36 pm
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 82
Views: 30690

Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game



It’s obvious they’re trying to squeeze extra out of fans who have already supported the game over the years, making us buy the base game we’ve all known for ages to access what should have been a fresh title.


:lol: Yeah squeezing extra money out of Factorio fan, by making them buy the base ...
by AkQ
Thu Oct 31, 2024 12:28 pm
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 82
Views: 30690

Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game


$55 bucks total (or even $70 total at current prices for both) is still a far better cash-to-entertainment ratio than I get from renting a movie, or going to see one, or eating an ice cream cone, or going to a water park, or pretty much anything.


You're comparing one-time-use entertainment ...
by AkQ
Thu Oct 31, 2024 12:01 pm
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 82
Views: 30690

Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game

Alright, I have to say it: Space Age being a DLC is absurd. Ten years later, we’re handed this massive expansion that’s practically a new game in itself—new planets, space travel, tons of content that easily outscales the base game—and they slap on a purple DLC ribbon like it's a minor update. I ...
by AkQ
Tue Nov 24, 2020 12:49 pm
Forum: Implemented Suggestions
Topic: Change rail block colors for not used, different colors
Replies: 41
Views: 14180

Re: Change rail block colors for not used, different colors


Putting the mockery everyone is giving you aside, an actual answer to this would most likely be:

this will never implemented HOWEVER



This is however the "Ideas and Suggestions" subforum which is dedicated to ideas that are supposed to go into vanilla. If @OP wanted a simple mod because they ...
by AkQ
Thu Mar 26, 2020 3:50 am
Forum: Implemented Suggestions
Topic: Change rail block colors for not used, different colors
Replies: 41
Views: 14180

Re: Change rail block colors for not used, different colors


which is confusing for no reason for new players me and some people I know

Fixed that for you.

i also don't think it would matter to the people who are used to the colors already

I don't see how you could possibly be in a position to make that assertion.


It's just a dumb idea. Don't ...
by AkQ
Thu Mar 26, 2020 12:13 am
Forum: Implemented Suggestions
Topic: Change rail block colors for not used, different colors
Replies: 41
Views: 14180

Re: Change rail block colors for not used, different colors



this will never implemented HOWEVER a mod can most likely make this change and have it configurable to your own liking.


This is however the "Ideas and Suggestions" subforum which is dedicated to ideas that are supposed to go into vanilla. If @OP wanted a simple mod because they realized that ...
by AkQ
Tue Mar 24, 2020 11:33 pm
Forum: Implemented Suggestions
Topic: Change rail block colors for not used, different colors
Replies: 41
Views: 14180

Re: Change rail block colors for not used, different colors

Signals have to use the colors they have, red yellow green (and blue) but rail blocks doesnt even have to be color coded to be exact. They could be somehow else recognized. Symbols perhaps? Or some kind of highlighting effect?

Changing the color isnt the only solution. Perhaps its not even the ...
by AkQ
Tue Mar 24, 2020 5:06 pm
Forum: Implemented Suggestions
Topic: Change rail block colors for not used, different colors
Replies: 41
Views: 14180

Re: Change rail block colors for not used, different colors


Never even occurred to me for a millisecond that they might represent signals. Because they represent blocks. Not signals.

People are different.
I did have plenty of trouble with the train system, signals and blocks, even in the tutorial. My two nephews and my one friend also had troubles ...
by AkQ
Tue Mar 24, 2020 1:47 pm
Forum: Implemented Suggestions
Topic: Change rail block colors for not used, different colors
Replies: 41
Views: 14180

Re: Change rail block colors for not used, different colors


I think it's pretty obvious that the rail block colours don't represent the colour of the signal at the beginning of the block.


I'm not entirely sure if you're joking or not.
The whole issue is that they are not obvious because they are in the exact same color, making them conflated.
For you ...
by AkQ
Mon Mar 23, 2020 10:33 pm
Forum: Implemented Suggestions
Topic: Change rail block colors for not used, different colors
Replies: 41
Views: 14180

Change rail block colors for not used, different colors

TL;DR
Avoid rail signal colors for the block colors.


What ?
Suggestion to change the colors used for rail blocks between signals to something else than what is used in the signals.


https://i.imgur.com/It6LenY.png
[PIC 1.] Picture of the issue.

https://i.imgur.com/TcUMbMo.png
[PIC 2 ...
by AkQ
Mon Apr 01, 2019 3:50 pm
Forum: Pending
Topic: [Dominik][0.17.23] Check consistency - FluidBox.cpp:537: 1/baseArea != invertedBaseArea
Replies: 3
Views: 1589

Re: [Dominik][0.17.23] Check consistency - FluidBox.cpp:537: 1/baseArea != invertedBaseArea

oof. that's weird. i don't know what to say or do.

Okay i will wait for x.24

Thanks for your help.
by AkQ
Sun Mar 31, 2019 6:46 pm
Forum: Pending
Topic: [Dominik][0.17.23] Check consistency - FluidBox.cpp:537: 1/baseArea != invertedBaseArea
Replies: 3
Views: 1589

[Dominik][0.17.23] Check consistency - FluidBox.cpp:537: 1/baseArea != invertedBaseArea

My Save + Mods: https://akq.fi/AkQ-server.rar
Server log file: http://p.ip.fi/IN9J

Crashes when starting the server. Tried to roll back the server and mods to no avail.
Running headless server with Debian.
by AkQ
Sun Mar 31, 2019 1:48 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 45412

Re: Version 0.17.23

I'm playing angels+bobs+spacex.

After updating version to newest from x.21, and updateing some bobs mods (power, logistics and warfare), the server didn't want to start up again.

I tried to downgrade it, but it didn't work either.

I'm guessing it's something to do with the mods but i don't know ...
by AkQ
Wed Mar 06, 2019 8:12 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.7] Mods mismatch detected incorrectly
Replies: 19
Views: 14283

Re: [Rseding91] [0.17.7] Mods mismatch detected incorrectly

Same problem here :( Me and my friends were just about to start a new server but this was our greetings from the server:



Mods mismatch detected!

750BagSize is not on the server.
750BagSize is only on the server.
AfraidOfTheDark is not on the server.
AfraidOfTheDark is only on the server ...

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