Search found 360 matches

by Ratzap
Fri Aug 10, 2018 7:01 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 138
Views: 10441

Re: Friday Facts #255 - Construction tools

Raising the bar yet again. Seriously, the amount of thought and polish in Factorio puts many AAA titles to shame.
by Ratzap
Fri Jun 29, 2018 8:33 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 12961

Re: Friday Facts #249 - Dead end exploration

What about mods? Some mods break the blueprint library, save it as a copy and force a fresh empty one.
by Ratzap
Tue Jun 19, 2018 7:23 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1161
Views: 251695

Re: Yuoki Industries - Informations, Suggestions, Questions

Hello I've been playing Factorio for a few years now and never really tried Yuoki Industries mod pack. So after about 1h I'm up to green science and I didn't even need to touch the new blue and green ores yet. When will I need them it looks like I could just launch a rocket without ever touching th...
by Ratzap
Fri May 25, 2018 10:58 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1161
Views: 251695

Re: Yuoki Industries - Informations, Suggestions, Questions

I'm not sure Predrag. I mean Youki has compression of ores, coal and other fuels built in. And it's aimed at bot based factories which doesn't benefit much from stacking, I know I wouldn't bother using it.
by Ratzap
Sat Apr 14, 2018 7:19 pm
Forum: Mods
Topic: [0.16.x] AnonyMods - Overhaul mod
Replies: 166
Views: 23934

Re: [0.15.x] AnonyMods - Overhaul mod

Bumping this so people know there's a release now for 0.16 on the portal. My old save loaded fine too.

https://mods.factorio.com/mod/AnonyMods
by Ratzap
Sun Mar 25, 2018 3:34 pm
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 158
Views: 46738

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

Repairing broken Toolheads and Drillheads gives many techanic signs. Also instead of coal you can turn your overflow wood into briquettes and packets. Transmutation of Mud and UC gives some if you want more fuel. Fuel is the last thing I need though. I've turned my nuclear plant off because I'm swi...
by Ratzap
Sat Mar 24, 2018 2:59 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 780
Views: 87380

Re: [0.16.x] Bob's Mods: General Discussion

It's not stupid. To be honest, I didn't know just how far down the tree Tin was in these other mods. It's not all that easy to force certain materials if certain mods are installed or not, it's easier for the other mod to override what I do. I know AAII already changes my tin plates to steel if yel...
by Ratzap
Fri Mar 23, 2018 3:38 am
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 158
Views: 46738

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

What is the usual source for Technic signs? I've converted a vast amount of coal into enriched things but I need more modules which eat the signs up. Is there something else I can make that won't just pile up? There's only so much coal I need to burn ;)
by Ratzap
Mon Mar 19, 2018 8:07 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 780
Views: 87380

Re: [0.16.x] Bob's Mods: General Discussion

Please remember that what you are stating as "matter of minutes" will vary with game settings and mod setup. Not everyone plays in same way... so why assume that no-one would use black undergrounds/splitters? Yes but that's my point exactly. Those changes are self inflicted, why should Bob change h...
by Ratzap
Mon Mar 19, 2018 5:32 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 780
Views: 87380

Re: [0.16.x] Bob's Mods: General Discussion

For hiding the yellow belts you should really consider having underground and splitter on black ones. When playing Xander there are also lower grade belts and not having splitters and undergrounds makes it really annoying to use them. If black belts will become "fully featured" it will make it much...
by Ratzap
Mon Mar 19, 2018 3:11 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 780
Views: 87380

Re: [0.16.x] Bob's Mods: General Discussion

Or you could just mine more and wait. Leave it building belts, flip it into the background and do something else - it's the only sane way to deal with mods like sea block or xanders. Playing just with Bobs it's fine as it is now. Your problem is you're adding more on top, which is NOT Bobs problem, ...
by Ratzap
Wed Mar 14, 2018 1:00 am
Forum: Mods
Topic: [0.16] Sea Block Pack 0.2.16
Replies: 892
Views: 238738

Re: [0.16] Sea Block Pack 0.2.4

There's a tech you need first to turn wood blocks into charcoal. I was playing SB today and it worked fine with the tech bought.
by Ratzap
Sun Mar 11, 2018 12:06 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 780
Views: 87380

Re: [0.16.x] Bob's Mods: General Discussion

It sure is a big shake up to my existing old factory but I have to say I like it anyway. Gives steel a bigger role and cobalt steel too.
by Ratzap
Sat Mar 10, 2018 6:25 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 780
Views: 87380

Re: [0.16.x] Bob's Mods: General Discussion

Ignore the preview, it will place as a long-handed inserter, I can't fix that, I've talked to the devs about it. I have a save that started as 0.12 and has come along every version update. It was ok in 0.16 till this latest change but the fast inserters I had are now express? And the long ones I ha...
by Ratzap
Mon Mar 05, 2018 7:27 pm
Forum: Mods
Topic: [0.16] Sea Block Pack 0.2.16
Replies: 892
Views: 238738

Re: [0.16] Sea Block Pack 0.2.3

Yep, the new release fixed it. Ta
by Ratzap
Sun Mar 04, 2018 9:31 pm
Forum: Mods
Topic: [0.16] Sea Block Pack 0.2.16
Replies: 892
Views: 238738

Re: [0.16] Sea Block Pack 0.2.3

The pack for 0.16 doesn't load a save from 0.15. It pops up a notice: Unknown mod setting type: 112.

Is this a problem or expected? Should we be able to continue older saves?
by Ratzap
Sun Feb 04, 2018 4:46 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 751
Views: 128194

Re: [MOD 0.14] AAI Programmable Vehicles

Earendel wrote: They are not needed anymore.
Thanks, I'll remove them.
by Ratzap
Sun Feb 04, 2018 12:23 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 751
Views: 128194

Re: [MOD 0.14] AAI Programmable Vehicles

My AAI save from v15 still has 3 files not updated that I think were part of the set:

data-raw-prototypes
detached-gun-sounds
off-grid-effects

Are they part of the AAI set and still needed?
by Ratzap
Sat Oct 07, 2017 6:30 pm
Forum: Mods
Topic: [MOD 0.16] Xander Mod v2.1.1
Replies: 578
Views: 53675

Re: [MOD 0.15+] Xander Mod v1.3.0

I just failed for the third time and thought I would give a bit of a review. First time was clean install and default settings -> immediately overrun by biters due to smelting pollution Second time, I hid my initial base in a dense forest -> got overrun by medium biters after a couple of hours. Thi...
by Ratzap
Sat Oct 07, 2017 4:19 pm
Forum: Mods
Topic: [MOD 0.16] Xander Mod v2.1.1
Replies: 578
Views: 53675

Re: [MOD 0.15+] Xander Mod v1.3.0

I think he covered this one a few pages back. One recipe becomes much cheaper later with proper steel making and can be automated, the other cannot and is intended only for the early game.

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