Search found 186 matches
- 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 ...
- 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.
- 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: ...
- 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...
- 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...
- 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 As in: "latest" seems to be one of the QUITE old outdated versions where this was a bug...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?
- 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...
- 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...
- 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).
- 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
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.Aibehn wrote:I just changed version req from 0.13 to 0.14 and seems to work fine. Im testing it right now.
- Sat Sep 03, 2016 8:37 am
- Forum: Mods
- Topic: [MOD 0.12.X] Scary Nights (Biter attacks increase at night)
- Replies: 19
- Views: 32211
Re: [MOD 0.12.X] Scary Nights (Biter attacks increase at night)
What about a .14 version?
- 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?
- 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...
- 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...
- 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...
- 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...
- 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?
- 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?
- 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...
- 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...