v0.18.4
Changes:
- Support for all Bob's Mods added
Bugfixes:
- None
Download Latest version:
Experimental factorio v0.18: v0.18.4 (06-Mar-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)
Note: Support for mods that adds their own item group tabs to crafting menus is being slowly ...
Search found 736 matches
- Fri Mar 06, 2020 11:07 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 94512
- Sun Mar 01, 2020 1:10 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 58
- Views: 22996
Re: [0.17.x] Save and Load Quickbar Layouts like blueprints
Proving once again that I am not capable of original thought.

- Sat Feb 29, 2020 11:07 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 58
- Views: 22996
Export/Import player toolbar settings
TL;DR
Allow the export and import of toolbar settings
What ?
With up to 10 player toolbars, there is a huge amount of flexibility in having different toolbars for different purposes (mining, oil, fighting, etc.) They can take a while to set up. It would be nice if I could export the settings ...
Allow the export and import of toolbar settings
What ?
With up to 10 player toolbars, there is a huge amount of flexibility in having different toolbars for different purposes (mining, oil, fighting, etc.) They can take a while to set up. It would be nice if I could export the settings ...
- Wed Feb 26, 2020 10:41 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 94512
Re: [MOD 0.18.x|0.17.x]Recycling Machines
v0.18.3
Changes:
- Support for Bob's Metals, Chemicals and Intermediates (bobplates) added
- Uses the mod crafting tabs, no longer uses bespoke tabs
- Mods that have required bespoke code in this mod are shown as conditional dependencies
- Debug logging added into factorio logs about ...
Changes:
- Support for Bob's Metals, Chemicals and Intermediates (bobplates) added
- Uses the mod crafting tabs, no longer uses bespoke tabs
- Mods that have required bespoke code in this mod are shown as conditional dependencies
- Debug logging added into factorio logs about ...
- Fri Feb 21, 2020 8:06 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 94512
Re: [MOD 0.18.x|0.17.x]Recycling Machines
Its a long time since I compared. Originally, the reverse factory just recycled everything that was put into it. I wanted something that was more selective.
They are much more similar nowadays.
They are much more similar nowadays.
- Wed Feb 19, 2020 10:02 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 94512
Re: [MOD 0.18.x|0.17.x]Recycling Machines
v0.18.2
- Recycling Tabs no longer appear in the player crafting menus https://github.com/DRY411S/Recycling-Machines/issues/1 (June 2016!)
- Recycling Recipe Generation times improved with 'fast match' attempts before original slow method
- Conditional code for factorio versions 0.15 and earlier ...
- Recycling Tabs no longer appear in the player crafting menus https://github.com/DRY411S/Recycling-Machines/issues/1 (June 2016!)
- Recycling Recipe Generation times improved with 'fast match' attempts before original slow method
- Conditional code for factorio versions 0.15 and earlier ...
- Sat Feb 15, 2020 8:33 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 94512
Re: [MOD 0.18.x|0.17.x]Recycling Machines
Very pleased to say that the next version of this mod will no longer display the Recycling tabs on the player crafting menu. The Recycling tabs will display only in the Recycling Machine crafting GUI.
I will therefore not be implementing item #3 in the 0.18 roadmap.
The number of entries in the ...
I will therefore not be implementing item #3 in the 0.18 roadmap.
The number of entries in the ...
- Sat Feb 15, 2020 8:07 pm
- Forum: Not a bug
- Topic: [0.18.6] hide_from_player_crafting recipe property glitch
- Replies: 3
- Views: 1212
Re: [0.18.6] hide_from_player_crafting recipe property glitch
Answering my own question. It would seem so, after I made a little change to my code.DRY411S wrote: Sat Feb 15, 2020 7:52 pm Perfect thanks. Does that mean (from the screenshots), that those are the only vanilla items in the game which have expensive recipes?
- Sat Feb 15, 2020 7:52 pm
- Forum: Not a bug
- Topic: [0.18.6] hide_from_player_crafting recipe property glitch
- Replies: 3
- Views: 1212
Re: [0.18.6] hide_from_player_crafting recipe property glitch
Perfect thanks. Does that mean (from the screenshots), that those are the only vanilla items in the game which have expensive recipes?
- Sat Feb 15, 2020 7:00 pm
- Forum: Not a bug
- Topic: [0.18.6] hide_from_player_crafting recipe property glitch
- Replies: 3
- Views: 1212
[0.18.6] hide_from_player_crafting recipe property glitch
In my Recycling Machines mod NONE of the recycling recipes can be crafted by hand. Until now, they have all appeared in the player's crafting menu under recycling tabs. Many people have commented how cluttered the crafting tabs become if they have a lot of other mods. And challenged me to remove ...
- Wed Feb 12, 2020 10:51 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 94512
Re: [MOD 0.18.x|0.17.x]Recycling Machines
First version for factorio v0.18 released
First version for factorio v0.18 is a placeholder with no new features, and some mod support temporarily removed.
The mod portal contains only versions for factorio v0.17 and v0.18
Going forward, mod portal will provide all releases of mod for the ...
- Sun Feb 02, 2020 9:46 am
- Forum: Balancing
- Topic: Change Concrete Recipe to something more 'realistic'
- Replies: 10
- Views: 5797
Re: Change Concrete Recipe to something more 'realistic'
'Realistic' was an overstatement I agree.
I like the idea of there being more 'chemistry' in the recipe. Perhaps it should also be produced in a chemical plant?
I like the idea of there being more 'chemistry' in the recipe. Perhaps it should also be produced in a chemical plant?
- Sat Feb 01, 2020 9:51 am
- Forum: Balancing
- Topic: Change Concrete Recipe to something more 'realistic'
- Replies: 10
- Views: 5797
Change Concrete Recipe to something more 'realistic'
TL;DR
Change Concrete Recipe to something more 'realistic'What ?
Make Concrete from iron sticks, not iron oreWhy ?
The concrete recipe is already unrealistic, but iron sticks instead of iron ore give the idea of it being 'reinforced', rather than bricks with ore and water mixed together.- Sat Feb 01, 2020 9:45 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 94512
Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines
I just released the first stable release for factorio v0.17 before I move onto a version for factorio v0.18
Download Latest version:
For factorio 0.17: v0.17.10 (01-Feb-2020)
For factorio v0.16: v0.16.8 (06-Aug-2019)
For factorio v0.15: v0.15.9 (18-Feb-2018)
Download Latest version:
For factorio 0.17: v0.17.10 (01-Feb-2020)
For factorio v0.16: v0.16.8 (06-Aug-2019)
For factorio v0.15: v0.15.9 (18-Feb-2018)
- Sun Jan 12, 2020 6:42 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 483485
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Look at the Long Description in the very first post in this topic.
- Sun Jan 05, 2020 5:58 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 94512
Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines
Hmm...it's made in an assembly machine, so I assumed it should be unmade in a reverse assembly machine. Maybe I can talk to TheSAguy about adding recipes to his stone crushers in Bio Industries, that would seem appropriate.
Fair assumption. But at the end of the day I decided to disable it. In ...
- Sat Jan 04, 2020 11:02 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 94512
Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines
Is there a recycling recipe for Concrete and Hazard Concrete? I can't find one.
Even one that yielded only crushed stone would be ok, as long as I can get rid of dozens of stacks of the stuff without having to destroy them one stack at a time.
There isn't. I think concrete is a 'chemical ...
- Mon Dec 30, 2019 11:39 am
- Forum: Gameplay Help
- Topic: Request Sanity Check (Factory Size)
- Replies: 8
- Views: 4104
Re: Request Sanity Check (Factory Size)
I am planning a big (to me) factory using 10,000 science per hour and would like someone to confirm if I am in the right ball park with how big it will be.
I used Kirk McDonald's Factorio Calculator to get a size estimate.
https://kirkmcdonald.github.io/calc.html#zip ...
- Fri Nov 08, 2019 4:18 pm
- Forum: Ideas and Suggestions
- Topic: Change stats outputs from column to row based
- Replies: 3
- Views: 1433
Re: Change stats outputs from column to row based
I not agree with you.
Meters under name of item will be not comparable to others.
In some cases you will se a mess when items flaping not only between rows but and columns.
Now is good and UX dream for this situation.
A bad dream. 😉
There isn't a right way or wrong way for this. I know ...
- Tue Nov 05, 2019 6:19 pm
- Forum: Ideas and Suggestions
- Topic: Change stats outputs from column to row based
- Replies: 3
- Views: 1433
Change stats outputs from column to row based
TL;DR
Change the Production stats UI to display highest numbers in rows not columns
What ?
When displaying Production stats the highest stat is R1C1 the next R2C1, the next R3, C1 etc.
The stat that appears in R1C2 is the first stat in the 2nd half of of ranking.
Yet higher stats 22 to bottom ...
Change the Production stats UI to display highest numbers in rows not columns
What ?
When displaying Production stats the highest stat is R1C1 the next R2C1, the next R3, C1 etc.
The stat that appears in R1C2 is the first stat in the 2nd half of of ranking.
Yet higher stats 22 to bottom ...