Search found 242 matches
- 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.
- 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?
- 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 ...
- 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
Will we get Loaders in Freeplay? Have Loaders only work with filling up/emptying chest-types (wagons and chests). Everything else would need inserters.
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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?
It is February.
You said that in February we would get the date for 0.17.
So when can we expect 0.17? Please?
- 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 ...
- 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 ...
- Sat Jan 19, 2019 8:21 am
- Forum: Angels Mods
- Topic: Show me yours...
- Replies: 62
- Views: 65801
Re: Show me yours...
Ah! Someone inspired by Nilaus' own Angel/Bob base series?SuperSandro2000 wrote: Tue Jan 08, 2019 10:03 pm just gonna drop that here
https://imgur.com/a/QSEAR4O
- 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? 

- 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 ...
- 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
So years ago if I get it right?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.
- 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 ...
- 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 ...
- 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'.
- 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 ...
- 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.
- 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 ...