Search found 186 matches

by TheTom
Sun Oct 02, 2016 6:44 pm
Forum: Releases
Topic: Version 0.14.12
Replies: 15
Views: 18706

Re: Version 0.14.12

The fact that you amazing people are able to get an update out on an almost daily basis is truly stunning. :o :) :) :) :mrgreen: I really hate to tell you, but there is nothing stunning about - using standard regular modern software devleopment practices. In modern software development, a build is ...
by TheTom
Fri Sep 30, 2016 10:15 am
Forum: Releases
Topic: Version 0.14.11
Replies: 9
Views: 13014

Re: Version 0.14.11

Updated - but I needed to enter username and password. None of the earlier updates required that. I think I had to enter it once and that was it (ages ago - but I am not sure) - and for .14.11 I was asked again.
by TheTom
Wed Sep 28, 2016 7:16 am
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 91075

Re: Circuit network features for 0.15

Get me a switch combinator, please. * It works like a MANUAL switch. * It works like 2 constant combinators. Basically: The switch has 2 sets of constants (we call them green and red) and I can manually switch between them. It shows a green or red light on top, depending which set is active. Usage: ...
by TheTom
Mon Sep 19, 2016 10:25 am
Forum: General discussion
Topic: Permanent Biter Defense
Replies: 32
Views: 24277

Re: Permanent Biter Defense

Funny - I personally think base defense is too simple if you just follow simple rules. There definitely is balancing needed. I play Bob at the moment and added scary nights, but even then it is way too simple to keep biters quiet on the large main base. Heck, I do so nearly automaticalyl by having m...
by TheTom
Sat Sep 17, 2016 7:40 am
Forum: News
Topic: Friday Facts #156 - Massive Multiplayer
Replies: 42
Views: 25889

Re: Friday Facts #156 - Massive Multiplayer

Great ida on the blueprint library. I hate recreating blueprints between games - or having to use a mod. One other element getting slowly critical is train management. There simply is not enough information the moment you have more than 4-5 trains about what the trains DO. SmartTrains comes to rescu...
by TheTom
Sun Sep 11, 2016 1:45 pm
Forum: General discussion
Topic: Where is a terrain segmentation
Replies: 9
Views: 4238

Re: Where is a terrain segmentation

What are you talking about? As in: "latest" seems to be one of the QUITE old outdated versions where this was a bug... What exact versions do you try?
by TheTom
Thu Sep 08, 2016 7:55 am
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 10456

Re: [MOD 0.12.29+] OverMods - Useful Utilities

Hate to nag, but this is one of 2 mods that do not work (the other being satellite uplink) with .14 on my game - and I consider dumping it now. I love the item collector, but there is some issue there and I ahve no clue about modding factorio so.... it does not work. Anyone can look at it? The erorr...
by TheTom
Wed Sep 07, 2016 4:19 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311428

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Of course, instead of downgrading factorio, you did have other options available. you could have manually deleted/disabled the mod in the mods folder (disable by manually editing mod-list, or just delete the folder/zip of the mod), or you could have gone to mods.factorio.com, there's a link to my m...
by TheTom
Wed Sep 07, 2016 7:47 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 42534

Re: [MOD 0.13.x] VehicleSnap 1.1.0

Any chance for a .14 update? Can try in a moment. 0.13 to 0.14 should be just about changing the number to 14 in json file. Updated and seems to work still. Great. Any reason not to upload it to the mod portal? (Not nagging, really asking - the versioning is NOT properly thought out there, sadly).
by TheTom
Mon Sep 05, 2016 8:04 am
Forum: Mods
Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Replies: 41
Views: 25361

Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map

Aibehn wrote:I just changed version req from 0.13 to 0.14 and seems to work fine. Im testing it right now.
Great. This mod is ridiculously useful. I use bobs mod and I have serious problems identifying all the different ores - this mod is a life saver ;) Looking forward for the .14 version.
by TheTom
Sat Sep 03, 2016 8:36 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 42534

Re: [MOD 0.13.x] VehicleSnap 1.1.0

Any chance for a .14 update?
by TheTom
Sat Sep 03, 2016 8:33 am
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 120289

Re: Railroad

So train could arrive on any stop at station. Or not. I normally have 3 stops at a station - the normal one, one for supply and one for my personal build train. This makes the list hugh. Grouping them with a subselection would really help keeping the list usable. The usability of most things in tra...
by TheTom
Fri Sep 02, 2016 8:51 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52780

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

CMHModBobEndGame released. This version only has changes to the rocket - for those who don't wish to have the extra recipes, or changed recipes. Stay tuned for the next part of the mod that deals with only extra recipes, and another for changed recipes. YES. Though I think bob should make this redu...
by TheTom
Tue Aug 30, 2016 11:49 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 998604

Re: Factorio Roadmap for 0.15 + 0.16

Please review the endgame. Not so much WHAT It is, as the cost. At the moment, the satllite launch is pretty much a joke in terms of resource usage - by the time you are there, you just handle it without a lot of planning. Pump that one of enough to be a challenge. I hope a beter space games comes i...
by TheTom
Tue Aug 30, 2016 11:38 am
Forum: Releases
Topic: Version 0.13.20
Replies: 17
Views: 21464

Re: Version 0.13.20

it's stable now. really a messed up situation : 0.13.x just became stable, and because at the exact same time a new experimental 0.14.x appeared, mod authors now have to either support two versions or limit usage to either stable or experimental versions. (what i write here doesn't affect people wh...
by TheTom
Tue Aug 30, 2016 8:52 am
Forum: Mods
Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Replies: 41
Views: 25361

Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map

Any chance for a .14 release?
by TheTom
Tue Aug 30, 2016 8:50 am
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 10456

Re: [MOD 0.12.29+] OverMods - Useful Utilities

Any chance for a .14 update?
by TheTom
Mon Aug 29, 2016 8:42 am
Forum: Ideas and Suggestions
Topic: We need a better end goal
Replies: 19
Views: 5959

We need a better end goal

Sorry, the satellite launch does not cut it. I know that the orbial gameplay was cut (moved to a DLC possibly). And I am not asking for that. What about building a spaceship home? One that consists of a LOT of modules (300-400, of 4-6 different types) that are EXPENSIVE and require a launch EACH. Re...
by TheTom
Sun Aug 28, 2016 9:43 am
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 91237

Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons

Any plans on a .14 compatible update? Also, I would like to point out to a very intersting imho improovement - nuclear rockets. Not the small ones, but covering the map. Look at the orbital ion cannon mod for something that uses WMD's from orbit. There it is a "build, never spend ressourcs when...

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