Search found 177 matches
- Thu Jun 11, 2020 10:44 am
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 40787
Re: Request: Max number of trains for stations
Looking forward to that day, boskid
- Mon Jun 08, 2020 10:53 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268513
Re: [0.17+] Space Exploration WIP
BUG: Upon placing a Stone Brick under a Mining Depot (Klonan's mining robots mod), the Mining Depot and all it's mining drones are destroyed. A tile of Road (Klonan's transport drones) is spawned at the location of the Mining Depot. This piece of road can not be successfully mined, neither by bot or...
- Thu Apr 02, 2020 5:00 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143967
Re: [MOD 0.18] KRASTORIO^2
I can't remove creep with bots. I've tried a blank deconstruction planner, and one with white listed creep tile set to always. Neither works for targeting the creep - I have to remove it all by hand for now... What am i doing wrong in marking it for deconstruction? I don't need any more of it and wo...
- Sat Mar 21, 2020 12:46 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90073
Re: Friday Facts #339 - Beacon HR + Redesign process
While not a fan of the redesign for the reasons mentioned by many people over and over, I want to highlight that I abhor the idea of variations/random rotations. I want the base to have a clean look. Those variations are a net negative in my opinion. They're awesome for trees and ores, and I'd enjoy...
- Thu Mar 19, 2020 1:05 pm
- Forum: Mods
- Topic: Krastorio 2 - Remove wood from item requirements?
- Replies: 14
- Views: 3837
Re: Krastorio 2 - Remove wood from item requirements?
I thought krastorio license allows this? Though I'll have to second you on the rudeness.
- Mon Mar 16, 2020 9:59 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143967
Re: [MOD 0.18] KRASTORIO^2
Come on guys don't be mean, give him his U-235 back. I know you stole it
- Sat Mar 14, 2020 1:03 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387478
Re: Development and Discussion
The seafloor pump water results in 5 waters with varying degrees of mud in it, right? Could there be a little icon, perhaps in the top left of the icon, to more easily recognize which of the water it is? Like say a brown circle for step one, a 4/5th brown 1/5th blue circle for step 2, etc? Or some o...
- Fri Mar 13, 2020 11:51 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316308
Re: [MOD 0.13.17+] Rampant
Hello Veden, I was asked to link a bug report here, so that's what I will do. Link to original bug report: https://mods.factorio.com/mod/Rampant/discussion/5e6b566901a92c000baaec4d Following the style of Drake Hawkins' Youtube videos, I started up a game of Factorio with the Rampant mod. I play with...
- Sat Feb 29, 2020 10:14 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387478
Re: Development and Discussion
+1 to science cost multiplier issue with data archive. It's very similar to the bio token issue with tech multiplier. Need some way to make it approachable with cost multiplier. It's just unreasonable otherwise. I play with 5x. I wasn't going to wait 5 hours, sorry. Would consider it unplayable unle...
- Tue Feb 25, 2020 1:54 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 34633
Re: [MOD 0.16.36+] Rampant Arsenal
I think there's something wrong with the minigun. I can often empty entire clips without killing a single medium biter. With the standard vanilla submachine gun I just need a few shots. It's proving to be a significant downgrade over the submachine gun. And less reliable than the pistol. Something m...
- Tue Feb 25, 2020 1:24 pm
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 40787
Re: Request: Max number of trains for stations
He's alive!
Well I'm happy to hear the train limit has not been discarded, but merely postponed! I wonder what that other thing you speak of might be?
Thanks for dropping by and keeping the hope alive!
Cheers
Well I'm happy to hear the train limit has not been discarded, but merely postponed! I wonder what that other thing you speak of might be?
Thanks for dropping by and keeping the hope alive!
Cheers
- Tue Feb 25, 2020 12:29 pm
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 40787
Re: Request: Max number of trains for stations
I'm starting to think the shotgun surgery went poorly, and Boskid may not have survived.
Are there any news regarding Boskid's coding adventures? Is he still among us?
Are there any news regarding Boskid's coding adventures? Is he still among us?
- Sun Feb 23, 2020 7:15 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 157216
Re: [MOD 0.16] Miniloader
Such a curious bug, part of the miniloaders being mined by another mods robots
Glad the savefile was useful! Thank you for the quick fix!
Glad the savefile was useful! Thank you for the quick fix!
- Sat Feb 22, 2020 11:59 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 157216
Re: [MOD 0.16] Miniloader
The mod Miniloader caused a non-recoverable error. Please report this error to the mod author. Error while running event miniloader::on_player_rotated_entity (ID 19) __miniloader__/control.lua:184: attempt to index local 'miniloader' (a nil value) stack traceback: __miniloader__/control.lua:184: in...
- Sat Feb 22, 2020 10:40 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387478
Re: Development and Discussion
Ah snap, didn't think of that! Though if a significant science cost multiplier was detected, could you not disable the standard token extraction tech and replace it with the marathon one? That would be simple enough, right? You can enable/disable existing techs after the data stage right? Perhaps a ...
- Sat Feb 22, 2020 10:16 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387478
Re: Development and Discussion
That is not really marathon mode then anyway. I do not see a reason why you would do that anyway. You have infinite research as a sink, there is no need to just increase the science cost multiplier... If you really want to make it difficult for yourself, then just play both :roll: I strongly disagr...
- Sat Feb 22, 2020 8:07 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387478
Re: Development and Discussion
It's an elegant solution, but if I understand it only applies in marathon mode (crafting recipe multiplier)? What if someone doesn't use marathon expensive recipes, but still a say 1000x science cost multiplier? That's a situation where the new solution is required.
- Sat Feb 22, 2020 10:24 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387478
Re: Development and Discussion
Thanks for adding in starting jivolite/crtinnum option! As to the admittedly terrible ultra high tech multiplier/token dilemma, could it be envisioned to add a red-green-blue-yellow tech, which would also make use of uranium (much like the mutation option) to add a "study wild garden growth&quo...
- Thu Feb 20, 2020 2:48 am
- Forum: Resource Spawner Overhaul
- Topic: 0.18
- Replies: 6
- Views: 3541
Re: 0.18
It's not a big deal if it's complicated to fix. Due to the random spawn location of starting ores (no preview) it's hard enough to get a viable start on 33% start area with rampant going as is. Just figured I'd let you know in case you're not aware. Having all the starting ressources spawn directly ...
- Wed Feb 19, 2020 5:31 am
- Forum: Resource Spawner Overhaul
- Topic: 0.18
- Replies: 6
- Views: 3541
Re: 0.18
I've come across a bug. Never noticed it before because I typically didn't do RSO deathworld... but when you set starting area to minimum (17%), RSO is not able to generate the starting ores. No iron or copper is available at spawn. Try first with an assorted collection of mods (no overhaul mods, mo...