Search found 80 matches

by tk0421
Sat Jan 20, 2018 8:51 pm
Forum: Technical Help
Topic: mod portal unable to log in or reset pw
Replies: 1
Views: 414

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.
by tk0421
Fri Jan 05, 2018 9:44 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 181880

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.
by tk0421
Fri Jan 05, 2018 6:15 pm
Forum: General discussion
Topic: Cliffs :(
Replies: 21
Views: 7808

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...
by tk0421
Fri Jan 05, 2018 6:04 pm
Forum: General discussion
Topic: [POLL] Concrete in 0.16
Replies: 51
Views: 10972

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.
by tk0421
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: 275469

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?
by tk0421
Fri Dec 29, 2017 7:44 pm
Forum: Ideas and Requests For Mods
Topic: Pre-16.7 Fluid Waggons.
Replies: 7
Views: 1090

Re: Pre-16.7 Fluid Waggons.

darkfrei wrote:Barreling! And you can take up to 40 fluids into one wagon.
also nearly useless now. barrels now hold 1/5 their previous capacity. going to need a mod to revert that too
by tk0421
Fri Dec 29, 2017 7:24 pm
Forum: Releases
Topic: Version 0.16.8
Replies: 64
Views: 19988

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.
by tk0421
Fri Dec 29, 2017 6:19 pm
Forum: General discussion
Topic: [Poll] The Cliff Hanger of Factorio: 0.16
Replies: 14
Views: 3267

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.
by tk0421
Fri Dec 22, 2017 11:13 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 31516

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...
by tk0421
Fri Dec 22, 2017 8:41 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 40465

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,...
by tk0421
Fri Dec 22, 2017 5:57 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 40465

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...
by tk0421
Fri Dec 22, 2017 12:23 am
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 40465

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...
by tk0421
Fri Dec 22, 2017 12:19 am
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 69891

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.
by tk0421
Fri Dec 22, 2017 12:14 am
Forum: General discussion
Topic: [POLL] Concrete in 0.16
Replies: 51
Views: 10972

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.
by tk0421
Thu Dec 21, 2017 7:37 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 40465

Re: Version 0.16.7

yeah...

I actually used different liquids in the same wagon...

thanks for breaking my factory...
by tk0421
Sun Dec 03, 2017 12:35 am
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 49198

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.
by tk0421
Tue Oct 10, 2017 5:49 pm
Forum: Tools
Topic: external Blueprint mirror/flipper
Replies: 1
Views: 6082

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...
by tk0421
Wed Sep 06, 2017 5:41 pm
Forum: General discussion
Topic: Beaconed production tooltips
Replies: 1
Views: 685

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?
by tk0421
Sat Jun 17, 2017 7:46 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 33672

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
by tk0421
Fri May 26, 2017 4:36 pm
Forum: Releases
Topic: Version 0.15.14
Replies: 22
Views: 13956

Re: Version 0.15.14

very happy to see the click-drag in blueprint creation was fixed, thats been causing me a lot of headache the last couple days as almost all ive been doing is building up/revising personal libraries.

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