Search found 182 matches

by oyunbagimlisi
Wed Feb 01, 2023 11:31 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 3981

Re: Factorio Modern Mod Manager

https://i.hizliresim.com/1vx3592.jpg https://i.hizliresim.com/i1vjyub.jpg Here we can see which of our tagged moldars have been "downloaded". But we cannot see "active-passive". -Downloaded ones; It should be able to be sorted separately, as in the Version-Updated-Popular-Downlo...
by oyunbagimlisi
Wed Feb 01, 2023 10:53 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 3981

Re: Factorio Modern Mod Manager

You are definitely an extremely shallow person. Moreover, a simple character satisfied with dry opposition... Please stop personal assaults. . So the good question is: What features exactly would make such an external mod-editor so much more useful, than the current internal? I don’t know the exact...
by oyunbagimlisi
Wed Feb 01, 2023 10:02 pm
Forum: Balancing
Topic: The Most Obvious Imbalance I've Ever Seen After 4K Hours
Replies: 11
Views: 4647

Re: The Most Obvious Imbalance I've Ever Seen After 4K Hours

It is not correct to compare an entity and an item, but I wanted to draw attention to the energy difference. Actually, this is not an opinion/complaint about the energy difference. It is strange that when there is such a big energy difference (Battery 5mj-Personal Battery 100mj), the battery only ta...
by oyunbagimlisi
Wed Feb 01, 2023 9:57 pm
Forum: Balancing
Topic: The Most Obvious Imbalance I've Ever Seen After 4K Hours
Replies: 11
Views: 4647

The Most Obvious Imbalance I've Ever Seen After 4K Hours

"Perfect conformity" should never be expected from a game; it's a game after all. For example, in a game like factorio, reactions like "How can a person carry tons of weight in his inventory" are extremely meaningless. Why am I saying this because I wanted to underline that I am ...
by oyunbagimlisi
Fri Jan 13, 2023 5:06 pm
Forum: Gameplay Help
Topic: What does "200% fire rate in cascade" of the Spidetron weapon mean?
Replies: 2
Views: 854

Re: What does "200% fire rate in cascade" of the Spidetron weapon mean?

It means that after firing a rocket and automatically switching selected weapon to the next rocket, the cooldown will already be half-done. So as long as at least 2 of the 4 spidertron rocket launchers have ammo, then it will launch them twice as fast as it would otherwise, yes. Lex's aircraft guns...
by oyunbagimlisi
Thu Jan 12, 2023 8:10 pm
Forum: Gameplay Help
Topic: What does "200% fire rate in cascade" of the Spidetron weapon mean?
Replies: 2
Views: 854

What does "200% fire rate in cascade" of the Spidetron weapon mean?

I was thinking that the Spidetron gun's "200% fire rate in consecutive shots" (+mods that add similar weapons/vehicle etc) roughly doubles the rate of fire. So as I understand it this meant my: Rocket L. : Spidertron rocket launcher: I was thinking like 1/s (x2) = 2/s shot. Since the rocke...
by oyunbagimlisi
Fri Dec 30, 2022 8:21 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 3981

Re: Factorio Modern Mod Manager

Image

This is a good sign why we (we) need an advanced mod manager. Thank you Factorio.

And I think I have experienced 1k mods so far. (before 2022)
by oyunbagimlisi
Fri Dec 23, 2022 9:29 pm
Forum: General discussion
Topic: Awesome Factorio Feature I Discovered After 2 Years
Replies: 0
Views: 1273

Awesome Factorio Feature I Discovered After 2 Years

Awesome Factorio Feature I Discovered After 2 Years Yes, maybe 1-2k hours left to the factorio. You spent hours and hours recording a plan; name, icons, descriptions etc. You even created it. Hoop, you realize you need a little addition. (Not deleting, I know how to delete the plan with the right bu...
by oyunbagimlisi
Tue Dec 20, 2022 7:13 pm
Forum: Questions, reviews and ratings
Topic: Recipes appear multiple in 2 different ways (? from mod)
Replies: 1
Views: 583

Re: Recipes appear multiple in 2 different ways (? from mod)

https://i.hizliresim.com/5i3xf7m.png recipe exp. /recipebook great mods that normally work fine for me. But after tinkering with mods and adding new mods, all recipes appear in 2 different ways. important note 1: when I started a new game, I thought the problem was fixed, but after I wrote the chea...
by oyunbagimlisi
Tue Dec 20, 2022 3:46 pm
Forum: Questions, reviews and ratings
Topic: Recipes appear multiple in 2 different ways (? from mod)
Replies: 1
Views: 583

Recipes appear multiple in 2 different ways (? from mod)

https://i.hizliresim.com/5i3xf7m.png recipe exp. /recipebook great mods that normally work fine for me. But after tinkering with mods and adding new mods, all recipes appear in 2 different ways. important note 1: when I started a new game, I thought the problem was fixed, but after I wrote the chea...
by oyunbagimlisi
Sat Dec 17, 2022 3:14 am
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 3981

Re: Factorio Modern Mod Manager

finally, not long after I wrote this (not because I wrote it, of course...) fact. Work has been done on the interface of the mod page. You mean this? Reducing the number of categories Yeah, that's been asked for and being worked on for a long time. That thread, in fact, was started over a year ago....
by oyunbagimlisi
Fri Dec 16, 2022 12:01 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 3981

Re: Factorio Modern Mod Manager

Is there a prohibition/violation/inconvenience in repeating what has already been stated? On the contrary, in my opinion, the things that are said more (which is your statement that similar requests have been made in the forum before) cause the managers to show a tendency to work and develop in tha...
by oyunbagimlisi
Fri Dec 16, 2022 2:23 am
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 3981

Re: Factorio Modern Mod Manager

What I want to tell you is why does not factorio have an independent mod manager like this? I have about 300 mods installed. It is very troublesome to search, select, activate/deactivate them in-game. For example, I, 1./2./3. etc. I wish I could group my priority mods and activate/deactivate them w...
by oyunbagimlisi
Thu Dec 15, 2022 1:03 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 3981

Re: Factorio Modern Mod Manager

What I want to tell you is why does not factorio have an independent mod manager like this? I have about 300 mods installed. It is very troublesome to search, select, activate/deactivate them in-game. For example, I, 1./2./3. etc. I wish I could group my priority mods and activate/deactivate them wi...
by oyunbagimlisi
Tue Dec 13, 2022 7:26 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 3981

Factorio Modern Mod Manager

As someone who has spent thousands of hours experimenting and exploring mods on Factorio, I'm really sorry that such a great game doesn't have a MODERN mod manager. Even though this post includes an advertisement for another game (perhaps the post will be deleted...), I would very much like to be ab...
by oyunbagimlisi
Mon Nov 28, 2022 3:49 am
Forum: Gameplay Help
Topic: How to transfer lab. to lab.a science package (with full efficiency)?
Replies: 4
Views: 1081

Re: How to transfer lab. to lab.a science package (with full efficiency)?

I look at that setup and I think that the stack inserters transferring between labs are likely to empty the source lab of science packs on a regular basis. Think about it this way. When the top lab is getting low on red science flasks, the stack inserter will grab a handful of red science flasks fr...
by oyunbagimlisi
Sun Nov 27, 2022 9:58 pm
Forum: Gameplay Help
Topic: How to transfer lab. to lab.a science package (with full efficiency)?
Replies: 4
Views: 1081

Re: How to transfer lab. to lab.a science package (with full efficiency)?

DaveMcW wrote:
Sun Nov 27, 2022 9:38 pm
Does it work if you use 7 belts? Adding 3 more on the other side.

Image

Maybe it really works. But I expect a theoretically reasonable explanation. Because a single strap should be enough if I'm not miscalculating.
by oyunbagimlisi
Sun Nov 27, 2022 8:57 pm
Forum: Gameplay Help
Topic: How to transfer lab. to lab.a science package (with full efficiency)?
Replies: 4
Views: 1081

How to transfer lab. to lab.a science package (with full efficiency)?

How to transfer lab. to lab.a science package (with full efficiency)? Sorry for my bad english, sorry. Theoretically, the 0.97 stack inserter should be enough to transfer 6 sciences to the other lab. Even though I use 2 stack inserters (1min=60 science), I can't reach the efficiency. I stay at about...
by oyunbagimlisi
Sat Sep 03, 2022 3:01 pm
Forum: Energy Production
Topic: Power controller for mixing solar with steam/nuclear power
Replies: 23
Views: 6048

Re: Power controller for mixing solar with steam/nuclear power

I may be missing something (not understanding) but I couldn't understand why it might be necessary. The power backed up by the batteries is never wasted. The thing is, it is necessary to activate these batteries at night. Other energy type(s) used in it remain connected to the power switch depending...
by oyunbagimlisi
Sat Aug 27, 2022 7:02 pm
Forum: Technical Help
Topic: Mode Based(?) Low Fps
Replies: 2
Views: 672

Re: Mode Based(?) Low Fps

Rseding91 wrote:
Sat Aug 27, 2022 6:03 pm
Aai programable structures, aai programable vehicles, and UtilizationMonitorBiargh are taking up 90%~ of the time in your save. Removing them or stop using them will make it run faster.
thank you very much

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