Search found 10 matches

by StansTheMan
Fri Jan 05, 2024 3:56 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22900

Re: Friday Facts #392 - Parametrised blueprints

Amazing! So many opportunities to expand on it, just imagine the possibilities! A: Define specific sub-items to choose from, depending on what is selected as the top item. Equip blueprints with their own elaborate forms to fill out before placing. You could define whole trees and sub-trees full of p...
by StansTheMan
Fri Nov 10, 2023 3:49 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 325
Views: 41654

Re: Friday Facts #384 - Combinators 2.0

This is nice and all... but does this FINALLY give us a way to 'sanitize' our inputs? Specific case: I was working on making a station using LTN that would allow me to load multiple types of cargo. The problem is that LTN's station, alongside expected cargo, also dump out a whole bunch of other dat...
by StansTheMan
Fri Sep 22, 2023 8:18 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47813

Re: Friday Facts #377 - New new rails

Love it!

Idea: When two railway tracks are offset by 2 tiles, side by side without gab; display a different railway sprite that shows both tracks being ontop the same track ballast / trackbed.
by StansTheMan
Fri Sep 15, 2023 2:40 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 53155

Re: Friday Facts #376 - Research and Technology

THis is great and here is an idea for a technology trigger. Put items into lab like research packs, blindly do research with them (using them up), and unlock new branches of the technology tree. Especially with new resources this could be great. Eg. 50 uranium ore inside the research lab, research w...
by StansTheMan
Fri Sep 08, 2023 10:12 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 798
Views: 120550

Re: Friday Facts #375 - Quality

Honestly this is better than productivity modules + beacons everywhere. Speed modules decrease quality for speed, quality modules decrease speed for quality. Both increase power consumption, efficiency modules decrease speed for power saving. Honestly get rid of beacons, get rid of productivity modu...
by StansTheMan
Fri Sep 08, 2023 6:16 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 798
Views: 120550

Re: Friday Facts #375 - Quality

I disliked it at first, but now I'm warming up to the idea. Obviously it needs better sounding names and be less unpredictable. I think this is already a better tiered productivity system than modules if it is a bit toned down on the effects. At least it's better than productivity modules, which are...
by StansTheMan
Sat Jul 20, 2019 8:35 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 203554

Re: Friday Facts #304 - Small bugs; Big changes

Also unhappy with Oil changes. But I don't agree with Heavy Oil + Cracking from the start either! If they exactly and precisely want to help pure beginners, just add even simpler processing recipes for refinery on its first research: 1 Input β†’ any 1 Output. Just break up Basic Oil Processing! Recipe...
by StansTheMan
Wed Jun 26, 2019 2:14 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31427

Re: [MOD 0.16.x] HardCrafting 0.6.1

Seems to work so far. I loaded up an old 0.16 save with HC + tons of other mods, hundreds of hours in; no problems anymore. However I had one strange startup error with HC (game traced it back to the 'data-final-fixes.lua' file), but only once and I can't replicate it anymore. I then deactivated all...
by StansTheMan
Wed Jun 26, 2019 11:22 am
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31427

Re: [MOD 0.16.x] HardCrafting 0.6.1

Well, dang it.

That one download was me and I can confirm problems with autoplace. If we could only get around this last obstacle we'd have Hardcrafting working again on 0.17. Sadly I have no experience with Factorio modding.
by StansTheMan
Sun Mar 31, 2019 10:04 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31427

Re: [MOD 0.16.x] HardCrafting 0.6.1

I would love a 0.17 version.

I can't start a real game without this anymore - I need it. Please be so kind!

Go to advanced search