Search found 1148 matches

by valneq
Sun Mar 03, 2024 5:47 pm
Forum: General discussion
Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
Replies: 113
Views: 24353

Re: Expansion hype thread - Any updates on when/if there will be an expansion?

I'm so much looking forward to new music :D

The Factorio OST never gets old, but I still really hope we will get some new tracks for the space platform areas and also the other planets maybe.

I would not mind getting a sneak peak at a new track in an upcoming FFF ;)
by valneq
Fri Sep 29, 2023 9:07 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 73721

Re: Friday Facts #378 - Trains on another level

Looking at these previews makes me dizzy. :? And I love it! :D
Cannot wait to play with this :geek:
by valneq
Fri Sep 15, 2023 3:09 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 52617

Re: Friday Facts #376 - Research and Technology

Reading about technologies being unlocked by triggers felt very "Seablock" to me. Have not touched any other mods that do this, but it's nice to see that we will have it in vanilla (and available to all the mods!). Not sure about the running back and forth for oil yet, as other people have...
by valneq
Wed Sep 13, 2023 9:26 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119104

Re: Friday Facts #375 - Quality

[…] So, "Good big electric pole", oh yeah, "Enhanced advanced circuit", what ?, "Exceptional small electric pole", huh, is it exceptionnaly small ? Sorry, it sounds wonky to me. Just IMO. […] In the FFF the devs already show how the quality will be displayed: as "...
by valneq
Mon Sep 11, 2023 10:03 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119104

Re: Friday Facts #375 - Quality

The only way I'll ship quality intermediaries is if I can get them from some other process, not the random-quality modules. If there's a more complex smelting process that creates 100% Uncommon plate, no Basics, no Rare+, that would be clean enough to integrate with other builds. I would use that. ...
by valneq
Mon Sep 11, 2023 4:23 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119104

Re: Friday Facts #375 - Quality

Now that I had some time to think about this a bit more I have to say: I really like the proposed mechanics. It will definitely make the end game and the post game much more interesting to toy around with. Up to now I was never really interested in mega bases because the only way to grow in the end ...
by valneq
Fri Sep 08, 2023 12:58 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119104

Re: Friday Facts #375 - Quality

At first I was wondering if that was a joke. Now I'm merely sceptical. Not sure if five tiers of quality is a good idea. Guess we will have to see. But for the Love of Nauvis, please change the names to something that works with the industrial theme of Factorio. There have already been some good sug...
by valneq
Fri Mar 31, 2023 8:40 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1350440

Re: Development and Discussion

Any chance of updating the underflow / top-up valve to a 70% threshold instead of the current 80%? Or even better, adding these thresholds as mod settings? What is the use-case for a global threshold of 70% and how is it substantially different from 80%? You do know that you can always set arbitrar...
by valneq
Thu Dec 22, 2022 8:30 am
Forum: Angels Mods
Topic: Bioprocessing: avoiding fish butchering
Replies: 4
Views: 1305

Re: Bioprocessing: avoiding fish butchering

Making gardens requires you to make alien bacteria, which you "normally" get from fish water. But I want to claim there is a way to get the bacteria from farming mushredtato or some other plant. I don't recall if it's realistic to start farming mushredtato before having automated gardens, ...
by valneq
Tue Oct 04, 2022 2:51 pm
Forum: Bob's mods
Topic: Playing bobs mods as it is meant.
Replies: 2
Views: 1828

Re: Playing bobs mods as it is meant.

Bob's Mods are extremely modular, you can pick and chose which ones you want. They should correctly recognize which other of bob's mods is active and modify themselves accordingly. In that sense, there are nigh-infinitely many "ways to play bob's as it is meant". This is not helpful. But m...
by valneq
Fri Aug 12, 2022 7:04 am
Forum: Bob's mods
Topic: Robochest is harmful
Replies: 2
Views: 1591

Re: Robochest is harmful

This is a known limitation of the base game. Robochests are based on the vanilla roboport entity prototype, which has a minimum of 1 charging points. This charging point is required to guarantee that robots which go back to idling inside a roboport/robochest can recharge before entering. If you want...
by valneq
Wed Apr 20, 2022 10:19 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1350440

Re: Development and Discussion

Been a while since i played angel+bob mix. Planing a new playthrough and cant decide on the mods. Question: with all the new additions now to angel's suite of mods for science and components, is bobs even providing a significant difference now? (I never played one without the other before) What doe...
by valneq
Sun Mar 27, 2022 6:12 pm
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 111809

Re: German localization discussion

Danke für die obige Diskussion, ich habe das jetzt mal so ins Crowdin übernommen und abgesegnet. Der Beschreibungstext ist jetzt: Kann nach automatisierten Fahrplänen fahren und Schienenfahrzeuge ziehen. Wir haben tatsächlich sonst überall schon "rolling stock" mit Schienenfahrzeug(e) über...
by valneq
Mon Jan 10, 2022 9:20 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3861
Views: 1178960

Re: Bugs & FAQ

I've been having issues trying to use the search feature for Angel's Petrochemical Processing to look up Sodium Hydroxide. I had to use FNEI mod to find out that it's under Chlorine Processing 1 via Saline Water Electrolysis, but it won't pull this info up with vanilla search UI. This is how the va...
by valneq
Wed Dec 08, 2021 9:48 am
Forum: Releases
Topic: Version 1.1.49
Replies: 10
Views: 12549

Re: Version 1.1.49

I never ran into a bug myself and I am seriously impressed how people still find these things, and kudos to the devs for fixing things that most people will never even run into! :D
by valneq
Tue Nov 09, 2021 7:41 am
Forum: Angels Mods
Topic: Angel bob bug
Replies: 4
Views: 2658

Re: Angel bob bug

I cannot reproduce this observation. Does this happen to you if you keep your game's settings & mods and create a new game?

In any case, please provide a savefile to sync to, otherwise we cannot fix this.
by valneq
Thu Oct 28, 2021 8:34 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3861
Views: 1178960

Re: Bugs & FAQ

Crash when starting a new game in a void world https://i.imgur.com/6WDeG2d.png What is a void world? How do I reproduce this? script.on_event(defines.events.on_chunk_generated, function(event) local surface = event.surface if surface.name ~= 'nauvis' then return end surface.map_gen_settings = {widt...
by valneq
Wed Oct 27, 2021 7:56 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3861
Views: 1178960

Re: Bugs & FAQ

micromario wrote:
Tue Oct 26, 2021 10:12 pm
Crash when starting a new game in a void world
Image
What is a void world?
How do I reproduce this?
by valneq
Mon Oct 25, 2021 7:52 am
Forum: Bob's mods
Topic: Bobs and Angels mods
Replies: 21
Views: 7739

Re: Bobs and Angels mods

Any way to get That research done with commands or sthm ? :) /c game.player.force.technologies["electrolysis-2"].researched = true You can find that out by yourself if you open up the prototype explorer via CTRL + SHIFT + E. There you can search for the technology that behaves weirdly and...
by valneq
Mon Oct 11, 2021 5:02 pm
Forum: Releases
Topic: Version 1.1.42
Replies: 6
Views: 11864

Re: Version 1.1.42

Mskvaer wrote:
Mon Oct 11, 2021 3:44 pm
Version 42 ! The final one, the one with all the answers !

:P ;)
:D

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