Search found 527 matches

by Zaflis
Thu Mar 07, 2019 11:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.8] Techtree clickable area is incomplete
Replies: 2
Views: 2361

[0.17.8] Techtree clickable area is incomplete

The image should explain it. I drew red rectangles where if i click, it opens techtree. So even between the tech name and the progress bar there is empty area where click doesn't do anything. Of course pressing T will also open it.

Optionally to investigate, it doesn't include any visual indicating ...
by Zaflis
Thu Mar 07, 2019 6:51 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 260247

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

Naming is not matching in inserter recipes somehow. I'm not using bob-inserters though, but maybe i should. In early game i wasn't able to craft long inserters but i found there's Shift-L key for that for regular inserters. In some occasions the red inserter is called fast inserter:
filter_inserter ...
by Zaflis
Wed Mar 06, 2019 12:52 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 260247

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

there is a filter in deconstruction planer: items on the ground. since i haven´t done that in a long time, im not sure if it was (0.16.54) vanilla or from some mod
Picking up items from ground with robots was in vanilla since 0.14.x or something when artifacts were part of the original game, the ...
by Zaflis
Tue Mar 05, 2019 10:45 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 260247

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

Vehicle Plasma Cannon aiming is totally out of control and random. It's sometimes spraying shots off where it hits nothing, and that's an impressive feat considering how large area it hits ;) I wonder if the 0.17's new predictive aiming can be turned off for the turret?
by Zaflis
Sun Mar 03, 2019 4:23 pm
Forum: Ideas and Suggestions
Topic: Show hand in all same slots
Replies: 0
Views: 841

Show hand in all same slots

This is how current game has it, depending on which place i pick belt stack from (inventory or quickbar):
theHand.jpg

I would suggest that no matter which item slot i grab from, the hand would show up on all of them. (In this case the 3 transport belt slots) This is especially terrible currently ...
by Zaflis
Sun Mar 03, 2019 4:11 pm
Forum: Ideas and Suggestions
Topic: [0.17.4] Belt immunity for vehicles
Replies: 2
Views: 1482

Re: [0.17.4] Belt immunity for vehicles

Yes, if they add vehicle modules and shields, this could be a module alongside them. If not a global immunity. Global one would prevent cars being used on belts though, which is a gameplay strategy for some, so i recommend vehicle modules.
by Zaflis
Sun Mar 03, 2019 3:24 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 469
Views: 268881

Re: ModMyFactory - mod manager and more

1 question, will this update and copy mod-settings.dat file even after Factorio changes it? Make sure that in Factorio Other settings "Use different mod settings per save" is not selected.

(It allows you to change settings in the new game menu and apply it to ongoing games.) In my opinion the ...
by Zaflis
Sat Mar 02, 2019 6:37 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 19182

Re: [MOD 0.15] Ore and plate compress

I'll see about updating the mods, but please in the future don't make new mod duplicates before asking first. It lets us know there is still interest for these. Or if you want to take over the development. I lost interest cause there's a better mod to do this compression.

edit: Done. There were ...
by Zaflis
Sat Mar 02, 2019 5:40 pm
Forum: Not a bug
Topic: 0.14.23 comparing combinator cannot be outpowered
Replies: 3
Views: 1821

Re: 0.14.23 comparing combinator cannot be outpowered

https://wiki.factorio.com/Constant_combinator
From the wiki:
If the output of a combinator is desired to be switched on/off remotely or automatically, it is recommended to channel its output through a decider combinator. This combinator does not require electricity to function like the other two ...
by Zaflis
Sat Mar 02, 2019 4:03 am
Forum: Duplicates
Topic: [0.17.4] Combinators keep outputting when unpowered
Replies: 3
Views: 1650

Re: [0.17.4] Combinators keep outputting when unpowered

Really? All i wanted to do was toggle a rail signal green while being far away. I can't open UI for constant combinator so power switch was my only hope. But if the power switch toggle can't be carried over to the rail signal, i can't negate the other signal that makes train stop before station. I ...
by Zaflis
Sat Mar 02, 2019 3:59 am
Forum: Ideas and Suggestions
Topic: [0.17.4] Spitter puddles shouldn't stack
Replies: 1
Views: 952

Re: [0.17.4] Spitter puddles shouldn't stack

I guess they could stack a little bit to not make them too weak. Simulating that there can be thin and deeper pools of poison that hurt more. There can be a max amount of poison ticks that player can trigger per 1/60 sec game tick. Or make the damage halves every damage taken.
Example of a single ...
by Zaflis
Sat Mar 02, 2019 3:32 am
Forum: Duplicates
Topic: [0.17.4] Combinators keep outputting when unpowered
Replies: 3
Views: 1650

[0.17.4] Combinators keep outputting when unpowered

Decider and arithmetic combinators shouldn't output anything when they don't have power, but currently they do. Only if you let them have power for a moment while they have an input signal. Then remove power pole and the output remains on.

Reproduction:
First make sure you build in non-powered area ...
by Zaflis
Fri Mar 01, 2019 8:18 pm
Forum: Campaign / Scenario suggestions
Topic: [planned] Get rid of the pausing modal windows
Replies: 3
Views: 2400

[planned] Get rid of the pausing modal windows

- Paused hints are not feeling helpful, in fact my triggerhappiness would not appreciate any pauses. You are iching to do as the hint says but you have to press Tab and then forget what it says. Too many hints in a same pause sequence to remember. No scrolling log provided to keep track of what's ...
by Zaflis
Thu Feb 28, 2019 9:46 pm
Forum: Ideas and Suggestions
Topic: Car aligns to cardinal directions
Replies: 32
Views: 16863

Re: Cardinal/InterCardinal driving accuracy mode on 0.17 shortcut bar.


VehicleSnap, and it has increments of 22.5 degrees. 45 degrees would not allow as fine of control and would be less useful.
Just a note, the 22.5 degrees is only the default setting. The way i use the mod is actually with 45 degree setting (you can change that per player in mod settings, even ...
by Zaflis
Wed Feb 27, 2019 11:19 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 48890

Re: Did no one else notice massive nerf of tank in 0.17?

Atomic bomb is faster than you think though. If it was really launched to a close distance, all you can do is open inventory and it has propably already landed.
by Zaflis
Wed Feb 27, 2019 7:02 pm
Forum: Technical Help
Topic: [0.17] How to show mod thumbnail ingame? [Solved]
Replies: 4
Views: 1372

Re: [0.17] How to show mod thumbnail ingame?

Yes, it works now.
by Zaflis
Tue Feb 26, 2019 6:08 pm
Forum: Technical Help
Topic: [0.17] How to show mod thumbnail ingame? [Solved]
Replies: 4
Views: 1372

[0.17] How to show mod thumbnail ingame? [Solved]

It appears in the mod portal fine, but not ingame. The "Base mod" shows the gear correctly but other 2 of my mods, both with thumbnail.png 144x144 px 32-bit tell "Missing thumbnail".
by Zaflis
Tue Feb 26, 2019 2:26 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 48890

Re: Did no one else notice massive nerf of tank in 0.17?

Maybe the biggest issue for tank in late game is its survivability. This big bulk of metal breaks easier than just player wearing power armor. It all comes down to lack of shields, i really think the vehicle grid would help a lot . I don't want more tank armor, i need hp that doesn't need bots to ...
by Zaflis
Thu Feb 21, 2019 3:59 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 107059

Re: Friday Facts #282 - 0.17 in sight



What is going to happen to existing 0.16 maps during the upgrade? Will these keep using the old noise function after upgrade, and generate new chunks which match the old ones, or will there be sudden transitions like we've seen in the past?



There will be sudden transitions like in the past ...
by Zaflis
Sat Feb 02, 2019 1:13 pm
Forum: Implemented Suggestions
Topic: Temporarily disable logistics slot/personal roboports
Replies: 16
Views: 11812

Re: Temporarily disable logistics slot/personal roboports

I'm not sure what all details about personal roboport toggle of 0.17 are out yet, but i assume it means that a disabled roboport will still remain powered and accepting incoming bots. But it wouldn't let anything out.

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