Search found 135 matches

by boro
Thu Jul 02, 2015 11:35 am
Forum: Minor issues
Topic: [0.11.22][Twinsen]missing total raw not highlighted correct
Replies: 5
Views: 6581

Re: [0.11.22] missing total raw not highlighted correctly

No, when the crafting queue is empty it is exactly the same. Here's a new savegame so you won't have to wait 3 minutes: https://www.dropbox.com/s/y282arn0icxxj ... 2.zip?dl=0
by boro
Thu Jul 02, 2015 10:14 am
Forum: Minor issues
Topic: [0.11.22][Twinsen]missing total raw not highlighted correct
Replies: 5
Views: 6581

Re: [0.11.22] missing total raw not highlighted correctly

Here https://www.dropbox.com/s/2y834o48wftnj ... d.zip?dl=0

I'm running dytech, waitex, landfill and explosive termites
by boro
Wed Jul 01, 2015 11:34 pm
Forum: Minor issues
Topic: [0.11.22][Twinsen]missing total raw not highlighted correct
Replies: 5
Views: 6581

[0.11.22][Twinsen]missing total raw not highlighted correct

Notice that copper plates and lead plates are not highlighted in the total raw required (bottom right) even though I don't have enough. factorio20.jpg After I pick up steel, processing units and iron plates, it highlights the next missing item (lead plates) but still not the missing copper plates. f...
by boro
Wed Jul 01, 2015 12:48 pm
Forum: Gameplay Help
Topic: How to best transport stone?
Replies: 4
Views: 3621

Re: How to best transport stone?

For remote small patches you can always just mine them into a chest and go pick it up when they're depleted. Sometimes doing things manually takes less effort than automating them.
by boro
Tue Jun 30, 2015 12:35 pm
Forum: Ideas and Suggestions
Topic: small improvement for default save
Replies: 3
Views: 529

small improvement for default save

When you load a game, the default save file selected is the last save (manual or autosave), which makes a lot of sense. However when you save a game, the default file to overwrite is the last game you loaded, which could very well be an autosave. It would make more sense and less clicking if it was ...
by boro
Sun Jun 28, 2015 7:39 pm
Forum: Resolved Problems and Bugs
Topic: Labs waste Science packs - probably not bug but lack of feature
Replies: 2
Views: 407

Re: Labs waste Science packs - probably not bug but lack of feature

I remember reading this will be fixed in 0.12, it's an old issue.
by boro
Wed Jun 24, 2015 4:21 pm
Forum: General discussion
Topic: worst spawn ever
Replies: 13
Views: 8045

Re: worst spawn ever

Gandalf wrote: The only bad spawn that really is a bad spawn is one where you invest hours into building a factory only to find out that you're on an island barely bigger than your explored area.
Yeah I always run landfill just in case this happens.
by boro
Tue Jun 23, 2015 10:46 pm
Forum: Gameplay Help
Topic: I Ran Out Of Oil. What do I do?
Replies: 7
Views: 9359

Re: I Ran Out Of Oil. What do I do?

You can't run out of oil, there's an infinite supply in each oil field. Put speed modules in your pumps and surround them with beacons for more output. You can also put efficiency modules in your refinery and chemical plants.
by boro
Thu Jun 18, 2015 10:10 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 68917

Re: [UPDATED] Introducing NARMod 3.4

Another bug, I can't make nutrient solution (5 ingredients).
edit: also robot frame and roboport, but those I can craft in hand
by boro
Thu Jun 18, 2015 5:15 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 68917

Re: [UPDATED] Introducing NARMod 3.4

Researching modules unlocks all the base modules without needing to research them seperately.
by boro
Wed Jun 17, 2015 2:41 pm
Forum: General discussion
Topic: For creators
Replies: 6
Views: 6039

Re: For creators

I think he wants a burner inserter with no fuel to be capable of picking up the first bit of fuel.
by boro
Wed Jun 17, 2015 9:18 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 68917

Re: [UPDATED] Introducing NARMod 3.4

Might be an oversight on my part but where is nitrocholorobenzene made in? I have the recipe but no building to produce it.
by boro
Tue Jun 16, 2015 12:06 pm
Forum: Ideas and Suggestions
Topic: Guarantee resources in starting area
Replies: 9
Views: 2253

Re: Guarantee resources in starting area

Yeah I'm pretty sure there is not often a resource problem on default or easier settings. But you do need some amount of iron, copper, stone and preferrably coal before you are capable of taking out spawners, you can't do it with a pistol and no armor. Right now there is no guarantee you get all of ...
by boro
Tue Jun 16, 2015 7:03 am
Forum: Ideas and Suggestions
Topic: Guarantee resources in starting area
Replies: 9
Views: 2253

Re: Guarantee resources in starting area

Well what you have in mind and what an Random system gives you, are almost always two pairs of shoes. I've startet many maps anew because of this or that, to much of this to less of that, damn islands, to much water and so forth, but all of them would have been playable from the pure view of ressou...
by boro
Thu Jun 11, 2015 10:33 am
Forum: General discussion
Topic: question about peaceful mode (crosspost with the wiki)
Replies: 5
Views: 5177

Re: question about peaceful mode (crosspost with the wiki)

They won't attack unless you attack one of their group.
by boro
Thu Jun 11, 2015 9:25 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 68917

Re: [UPDATED] Introducing NARMod 3.4

Man this mod is hard. Is it intentional that you have nothing for defense except walls and pistol until you have researched way past oil processing ? I'm getting overrun by tiny groups of small biters :? I suspect in previous versions zinc/brass processing did not require sulfur researched. Would fi...
by boro
Wed Jun 10, 2015 12:31 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 68917

Re: [UPDATED] Introducing NARMod 3.4

I enjoy your mod very much, thanks! However there's a dependency loop in the research tree: Oil processing requires (amongst other things) arc welding, air handling, mid sized electric motors ,zinc and brass processing and sulfur. But sulfur requires oil processing. I forced it through the console t...
by boro
Sun Jun 07, 2015 12:46 pm
Forum: Resolved Problems and Bugs
Topic: (minor bug) partially visible objects not drawn on underground belt exit
Replies: 5
Views: 821

(minor bug) partially visible objects not drawn on underground belt exit

After a small break from the game I'm back to post the most minor bugs I'm capable to find.
factorio19.jpg
factorio19.jpg (196.65 KiB) Viewed 821 times
by boro
Sat Jun 06, 2015 8:09 am
Forum: Implemented Suggestions
Topic: display map in the editor
Replies: 2
Views: 1100

display map in the editor

It would be nice if you could open the map in the editor just like in-game, to make it more easy to spot hidden resources under trees and get a better grasp of the total availability of resources in a very wide area.
by boro
Sat Nov 01, 2014 1:19 pm
Forum: Not a bug
Topic: [0.11.1] Move+Disassemble
Replies: 7
Views: 2085

Re: [0.11.1] Move+Disassemble

I've noticed the same thing with placing belts in the map editor, some are skipped.

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