nice, glad i looked here first!
i was afraid my aging logitech g600 right click was about to die. or maybe it still is... yikes.
Search found 81 matches
- Fri Jan 26, 2018 6:46 pm
- Forum: Resolved Problems and Bugs
- Topic: 16.19 - Unable to open blueprint books from game storage
- Replies: 13
- Views: 5709
- Sat Jan 20, 2018 8:51 pm
- Forum: Technical Help
- Topic: mod portal unable to log in or reset pw
- Replies: 1
- Views: 737
mod portal unable to log in or reset pw
current pass is "incorrect"
create new only tells me my email/username is currently used.
no option anywhere to reset current.
create new only tells me my email/username is currently used.
no option anywhere to reset current.
- Fri Jan 05, 2018 9:44 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338539
Re: Friday Facts #224 - Bots versus belts
I also play with zero logistics bots for much as the same reasons as in the OP.
construction bots are great, but why play if you are just going to let a bot do everything, no challenge.
construction bots are great, but why play if you are just going to let a bot do everything, no challenge.
- Fri Jan 05, 2018 6:15 pm
- Forum: General discussion
- Topic: Cliffs :(
- Replies: 21
- Views: 11941
Re: Cliffs :(
People are never happy with what they have. Cliffs have been on the "we want it" list for literally years, and now they are there, people don't want them any more. You can't please everybody at the same time I guess. I would love actual cliffs. and the things that come with it, like ramps...
- Fri Jan 05, 2018 6:04 pm
- Forum: General discussion
- Topic: [POLL] Concrete in 0.16
- Replies: 51
- Views: 18470
Re: [POLL] Concrete in 0.16
I found a solution.
use terrain options to make your world all dirt.
use options to turn off decoratives.
clean, uniform, eye pleasing ground everywhere now. and dont have to waste time/materials making concrete.
use terrain options to make your world all dirt.
use options to turn off decoratives.
clean, uniform, eye pleasing ground everywhere now. and dont have to waste time/materials making concrete.
- Fri Dec 29, 2017 7:49 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 337322
Re: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
I used to use this pre .15, any chance it will get revived to un-fuck the horrible nerfs of 16.8?
- Fri Dec 29, 2017 7:44 pm
- Forum: Ideas and Requests For Mods
- Topic: Pre-16.7 Fluid Waggons.
- Replies: 7
- Views: 2223
Re: Pre-16.7 Fluid Waggons.
also nearly useless now. barrels now hold 1/5 their previous capacity. going to need a mod to revert that toodarkfrei wrote:Barreling! And you can take up to 40 fluids into one wagon.
- Fri Dec 29, 2017 7:24 pm
- Forum: Releases
- Topic: Version 0.16.8
- Replies: 64
- Views: 30214
Re: Version 0.16.8
holy fucking fluid nerf.
i wasnt happy about fluid wagon change in .7, but i could handle it.
but this is enough to make me just put factorio away for a while.
i wasnt happy about fluid wagon change in .7, but i could handle it.
but this is enough to make me just put factorio away for a while.
- Fri Dec 29, 2017 6:19 pm
- Forum: General discussion
- Topic: [Poll] The Cliff Hanger of Factorio: 0.16
- Replies: 14
- Views: 5185
Re: [Poll] The Cliff Hanger of Factorio: 0.16
The only rushing I would say that counts toward your poll, is the sense of rush that any person/company feels wanting to meet certain goals before both end of year, and before holiday vacations.
- Fri Dec 22, 2017 11:13 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 54108
Re: Friday Facts #222 - Christmas avalanche
I guess its back to barrels.
dont think i'll ever build another fluid wagon.
I'm anti-mods when it comes to games that disable achievements, but if someone restores the old 3 tank wagons via mod...
dont think i'll ever build another fluid wagon.
I'm anti-mods when it comes to games that disable achievements, but if someone restores the old 3 tank wagons via mod...
- Fri Dec 22, 2017 8:41 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66095
Re: Version 0.16.7
oh wow, 300 hours on a single map? respect. We usually playing 40-80 hours on a map, after that we start a new round. Well, if you have no space and 100 stations, you are basically fucked, lets wait for the stable release. When the blueprint library was introduced i went nuts... I got carried away,...
- Fri Dec 22, 2017 5:57 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66095
Re: Version 0.16.7
I was a neat feature, but I do not get why people complaining about it, just add more wagons if you really need it. Usually you should have some space left to extend everything, sure it needs more work, but in the time you raged about it, you could fixed your save. well, my current mega factory (ab...
- Fri Dec 22, 2017 12:23 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66095
Re: Version 0.16.7
The removal was not the gui problem itself. The fix wouldn't be that hard. But we opened the question whether the feature really adds enough to justify all the logic and gui around it, and we kind of discovered that the feature usefulness is too minor to justify the complications for the player. bu...
- Fri Dec 22, 2017 12:19 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 101091
Re: 0.16 Map generation Feedback
resource issues aside (yeah, im getting those too)
I'm not a fan of the the new pastel colors.
and im very underwhelmed by cliffs.
I'm not a fan of the the new pastel colors.
and im very underwhelmed by cliffs.
- Fri Dec 22, 2017 12:14 am
- Forum: General discussion
- Topic: [POLL] Concrete in 0.16
- Replies: 51
- Views: 18470
Re: Concrete in 0.16
the new look isnt even concrete any more, its cobblestone.
this should be what paving with stone bricks looks like, and the original concrete should be restored.
this should be what paving with stone bricks looks like, and the original concrete should be restored.
- Thu Dec 21, 2017 7:37 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66095
Re: Version 0.16.7
yeah...
I actually used different liquids in the same wagon...
thanks for breaking my factory...
I actually used different liquids in the same wagon...
thanks for breaking my factory...
- Sun Dec 03, 2017 12:35 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 83634
Re: Friday Facts #219 - Cliffs
so, does this mean we will get bridges?
and if so, will bridges be able to be placed elsewhere away from cliffs?
would an underground belt at a cliff tunnel out of the face and transition to a normal belt?
so many questions.
and if so, will bridges be able to be placed elsewhere away from cliffs?
would an underground belt at a cliff tunnel out of the face and transition to a normal belt?
so many questions.
- Tue Oct 10, 2017 5:49 pm
- Forum: Tools
- Topic: external Blueprint mirror/flipper
- Replies: 1
- Views: 7463
external Blueprint mirror/flipper
Am wondering, is it possible (or is there already) an online tool for flipping or mirroring blueprints via strings? basically just a blueprint flipper mod but done outside the game for users who want to keep achievements enabled. spent about an hour today enabling/reenabling mods just to re-tool a f...
- Wed Sep 06, 2017 5:41 pm
- Forum: General discussion
- Topic: Beaconed production tooltips
- Replies: 1
- Views: 999
Beaconed production tooltips
is there a mod that affects the in-game recipe item tooltips to reflect how much they are actually making/consuming over time based on their current machine type and beacon values?
- Sat Jun 17, 2017 7:46 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 51869
Re: Friday Facts #195 - Poles re-design
it would be nice if the collision box for the substation was reduced while you're at it, so annoying not to be able to walk between it and factories