Search found 242 matches

by Durabys
Sat May 11, 2019 2:43 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 396
Views: 338208

Re: [0.17+] Space Exploration WIP

So. I am looking at the spaceships and realized they could be done slightly more aesthetically pleasing if this (https://mods.factorio.com/mod/Powered_Entities) was integrated into the mod and removed the need for power poles.
by Durabys
Tue May 07, 2019 5:44 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 396
Views: 338208

Re: [0.17+] Space Exploration WIP

Important question: Are the planets map size limited?
by Durabys
Tue May 07, 2019 5:39 pm
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 22927

Re: [MOD 0.17] Deadlock's Larger Lamp


Next version (uploaded later today): added a simulated burner lamp, the "copper lantern", for all your stone age fumbling-in-the-darkness needs.

http://i66.tinypic.com/1t9cg7.png

Available from game start, no research required. Made out of copper, hence the name. "Burns" chemical solid fuel ...
by Durabys
Fri Mar 01, 2019 7:17 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 86747

Re: Friday Facts #284 - 0.17 experimental

Klonan wrote: Fri Mar 01, 2019 6:16 pm https://factorio.com/blog/post/fff-284
Will we get Loaders in Freeplay? Have Loaders only work with filling up/emptying chest-types (wagons and chests). Everything else would need inserters.
by Durabys
Fri Feb 22, 2019 5:37 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 196125

Re: Friday Facts #283 - Prepare to Launch

Biters getting stuck on belts

The strategy to put belts in the path of bitters to upgrade defense is a nice piece of emergent gameplay, but we noticed, that it tends to be little bit too strong. It was discovered, that biters have a small bug in their code, that affects their movement by belts ...
by Durabys
Fri Feb 08, 2019 8:06 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 53482

Re: Friday Facts #281 - For a Few Frames More



That optimalizations, I hope that 0.17 will fix that bug what I have on Mac OS (Macbook Pro 15" 2015).
When I am in game, and I'll show a map (M), and I'll look to the area covered by radars, and that area has a lot of walls, my FPS will drop from 60 FPS to 20 FPS.
Do you have turrets by those ...
by Durabys
Fri Feb 01, 2019 6:38 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 116903

Re: Friday Facts #280 - Visual Feedback is the king


Thanks for the new toggles! The toolbar will be an awesome addition.

Please make the personal roboport a 3-way toggle. On/off/self-only.
With self-only in multiplayer, inventory won't empty/fill when walking by something done by another player.
One thing to consider is should self-only still ...
by Durabys
Fri Feb 01, 2019 5:45 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 116903

Re: Friday Facts #280 - Visual Feedback is the king

So.

It is February.

You said that in February we would get the date for 0.17.

So when can we expect 0.17? Please?
by Durabys
Sat Jan 19, 2019 8:30 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 260291

Re: [0.17.x] Bob's Mods: General Discussion


Transport belts have also seen a buff from 13.33 Items per second per tier to 15 in the base game, so my belt speed overhaul to set things to 10 per tier with an extra tier doesn't make much sense, so I set the "IPS per tier" to be configurable, default value will be 12.5, but you can set it to ...
by Durabys
Sat Jan 19, 2019 8:27 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 432774

Re: [0.16.x] Bob's Mods: General Discussion





So, oil burners is not more ecological?


It's more of opening up options to the player. don't forget that I also wrote into the game emissions multipliers. different fuels will pollute more than others. If you burn Hydrogen for example, it produces very little pollution.


Burning ...
by Durabys
Sat Jan 19, 2019 8:21 am
Forum: Angels Mods
Topic: Show me yours...
Replies: 62
Views: 65801

Re: Show me yours...

SuperSandro2000 wrote: Tue Jan 08, 2019 10:03 pm just gonna drop that here
https://imgur.com/a/QSEAR4O
Ah! Someone inspired by Nilaus' own Angel/Bob base series?
by Durabys
Fri Jan 18, 2019 8:30 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 85102

Re: Friday Facts #278 - The new quickbar

So I gather that the Tech that needs to be researched for the bigger Quickbar got nuked too? :(
by Durabys
Fri Jan 04, 2019 4:46 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 81623

Re: Friday Facts #276 - Belt item spacing & Script rendering


As the smelting recipe change, I am proposing the following:
- Iron plate, copper plate, stone brick: 3.2
- Steel: 16

That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of ...
by Durabys
Thu Dec 06, 2018 5:28 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 288857

Re: Friday Facts #266 - Cleanup of mechanics

posila wrote: Thu Dec 06, 2018 4:29 pm Decision to remove pickaxe was done before new game view GUI was designed, and new game view GUI design doesn't have pickaxe slot. So that's why we can't just hide it - we would have to put it somewhere first, and then hide it.
So years ago if I get it right?
by Durabys
Thu Dec 06, 2018 4:04 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 288857

Re: Friday Facts #266 - Cleanup of mechanics



It would be great if you just set everything in the base game to 100% efficiency, and omitted the info from the tooltip if it's 100%. So anyone playing vanilla would not see the info at all, but if a mod adds something with, say, 70% efficiency, or 120% efficiency, it would show up as part of ...
by Durabys
Sun Nov 25, 2018 9:44 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 49610

Re: Friday Facts #270 - HR Substation & Save/Load overview



The save file is more than a quarter decoratives? Most games don't even save those, just re-generate them on load, or when you re-enter an unloaded area. I don't see why you can't do the same. Is there any reason these need to remain perfectly in sync?

My biggest save is less than 40 MiB on ...
by Durabys
Fri Nov 09, 2018 7:51 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 60968

Re: Friday Facts #268 - The modern Biter

Uh oh. Guys? Factorio planet already has an in-game file. It was found by modders who looked at the game code. The planet is called Nauvis which literally means 'New'.
by Durabys
Sun Nov 04, 2018 12:07 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 288857

Re: Friday Facts #266 - Cleanup of mechanics


It seems a bit odd to then meet the criticism with being defensive ("Well, if we can't change anything any more we could just ship it now")
I was specificaly responding to Ferlonas saying (I am paraphrazing) "Bob and Angel will have to modify their mods because of your change, so it's a bad ...
by Durabys
Sat Nov 03, 2018 9:44 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 288857

Re: Friday Facts #266 - Cleanup of mechanics

Thanks, guys, and gals for all the fun I had while it lasted! I am moving over to Satisfactory once it comes out.
by Durabys
Fri Nov 02, 2018 3:53 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 288857

Re: Friday Facts #266 - Cleanup of mechanics



Those changes proposed in the FFF seem like they either will require the game engine to be effectively forked/code butchery by modders/mod butchery


There's a simple answer to that: mods can't do that. So they're forced to just not use pickaxes in any way because they no longer exist in the ...

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