Search found 298 matches

by Jürgen Erhard
Mon Apr 01, 2019 10:06 am
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 37847

Re: Version 0.17.23

SuperSandro2000 wrote:
Sun Mar 31, 2019 2:09 pm
Thanks for literally breaking half the mods on the mod portal, leaving a very not helpful warning and making my sunday a bug fixing tour.
That's hyperbole. None of the mods (I use a ton) broke with .23.
by Jürgen Erhard
Mon Apr 01, 2019 9:29 am
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 245441

Re: Version 0.17.0

The multiple versions for mods is interesting but… not supported by the game/portal interface, right? It's only for manually installed mod (versions)? Or where is the setting that says "keep old version of mod when new version is installed"? Asking because a new version of BlueprintExtensi...
by Jürgen Erhard
Wed Mar 27, 2019 6:12 pm
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 123
Views: 92123

Re: [MOD 0.13] Water Well - pump water from the underground

You can omit step 3, no need for a mod to be a zip, it can be a (unpacked) directory. I would advise against that. Putting all the files in a single zip keeps them together and makes exchanging them much easier. Also, it's better for fragmentation and keeps the MFT smaller (on NFTS... don't know th...
by Jürgen Erhard
Sat Mar 23, 2019 10:37 pm
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 123
Views: 92123

Re: [MOD 0.13] Water Well - pump water from the underground

I love this mod, but the values seem too strong. What is does is it completely bypasses the water distribution issues by allowing the player to get water *anywhere*, instead of -say- using annoying long pipes or a train system. Grand. However it is strange that this auxiliary solution seems better ...
by Jürgen Erhard
Tue Mar 19, 2019 4:39 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 20157

Re: Version 0.17.12

Changes The Install Mods GUI will now automatically install required dependencies. OMG!!! Love this! Would love this too if it extended to upgrading mods. Which it (as I just found out) doesn't. So, any mod that gains a dependency in an upgrade does NOT get that dependency auto-installed. And findi...
by Jürgen Erhard
Tue Mar 19, 2019 4:34 pm
Forum: Ideas and Suggestions
Topic: Auto Load Mods /Auto install dependencies
Replies: 6
Views: 3588

Re: Auto Load Mods /Auto install dependencies

Still not supported. I knew, but was "brutally" reminded by a mod upgrade that caused a loaded map to lose all modded items (which, since I use said item in my power plant design, meant NO POWER). EDIT: To make this "worse", the mod interface in 0.17 has buttons beside the mod de...
by Jürgen Erhard
Sat Mar 09, 2019 12:18 pm
Forum: Off topic
Topic: Satisfactory - 3D Factorio?
Replies: 69
Views: 62465

Re: Satisfactory - 3D Factorio?

These style or genre of games don't translate to 3D very well. I can't think of one single RTS or Build/SIM game that got better when it went from 2d tiles to 3D. Starcraft gets a nod for being close but thats about it. The 2D Tiles of Factorio was a big lure for me to the game. Not a single RTS? B...
by Jürgen Erhard
Thu Mar 07, 2019 3:07 pm
Forum: Releases
Topic: Version 0.17.8
Replies: 25
Views: 20234

Re: Version 0.17.8

striepan wrote:
Thu Mar 07, 2019 2:48 pm
Auto updater is working now for me on Linux.
Auto-updater say it's "no longer possible". Doesn't sound right. _Currently_ not possible, that would be fine.
by Jürgen Erhard
Wed Mar 06, 2019 2:20 pm
Forum: General discussion
Topic: Changed inventory sorting in 0.17.[456]
Replies: 4
Views: 1368

Re: Changed inventory sorting in 0.17.[456]

Serenity wrote:
Wed Mar 06, 2019 12:22 pm
There has always been a menu option if you want your inventory sorted or not
Which isn't the point.
by Jürgen Erhard
Wed Mar 06, 2019 12:11 pm
Forum: General discussion
Topic: Changed inventory sorting in 0.17.[456]
Replies: 4
Views: 1368

Changed inventory sorting in 0.17.[456]

Just updated to .6 (before, I was on .3 since no auto-update… only updated for Infinite Technologies mod :D) And suddenly, the whole inventory became much more messy. Blueprints (always weird, no detectable logic for their sorting order) that stuck close before now are all over the place. Example, I...
by Jürgen Erhard
Sun Mar 03, 2019 11:21 am
Forum: Not a bug
Topic: [0.17.2] Missing science icons in blueprints created pre 0.17
Replies: 7
Views: 1838

Re: [0.17.2] Missing science icons in blueprints created pre 0.17

They were set in 0.16.51. As pointed out above, it is probably a migration related thing that is not happening for pre-existing blueprints. Not sure if this something that is easily fixable or is even worth bothering with. All these blueprints will have to be remade anyway for the science changes a...
by Jürgen Erhard
Tue Dec 11, 2018 2:26 am
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 37
Views: 13471

Re: Notifications System

Why not ? Adding an auto-delete timeout parameter on each notification type is actually a good idea. Damaged buildings: I'd like an auto-delete when the building has been repaired by my bots. It's repaired, so I'm obviously not interested anymore, right? *EXCEPT* when the damage was really critical...
by Jürgen Erhard
Mon Dec 10, 2018 6:49 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208537

Re: Friday Facts #266 - Cleanup of mechanics

The amazing (and to me, astonishing :D) popularity of Bob's and Angel's Only 5% of players use Bob's mods, and even less use Angel's. Late reply, but… check the mod portal. Of the top twenty most popular mods, *FOUR* aren't either Angel's or Bob's. I rest my case. So, the only bit of your "arg...
by Jürgen Erhard
Mon Nov 19, 2018 1:48 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 83303

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Like. But… the concrete still looks wrong. "It's the way it is and it will stay that way". Sure, but it's still just *wrong*. For reasons that have been said dozens of times. Oh, and will the inconsistencies/illogicals get fixed? Like, having a personal fusion reactor only? That takes *ONL...
by Jürgen Erhard
Sat Oct 27, 2018 5:38 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208537

Re: Friday Facts #266 - Cleanup of mechanics

I said maybe… ;-) The amazing (and to me, astonishing :D) popularity of Bob's and Angel's etc should tell you LOUD AND CLEAR (or should have told you, since this FFF is all about "we did this" and not "we're thinking about doing this" :( ) that a lot of players (not all) love com...
by Jürgen Erhard
Sat Oct 27, 2018 4:13 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208537

Re: Friday Facts #266 - Cleanup of mechanics

the reduced number of damage types means I'll probably have to add them again for my enemies and warfare mods, or just streamline And that is if they do not end up removing that functionality from the engine as well, which I cannot get a clear answer on. If they lock us to just those damage types, ...
by Jürgen Erhard
Sat Oct 27, 2018 3:57 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208537

Re: Friday Facts #266 - Cleanup of mechanics

Calculating how many miners can fill a belt is now quite a straightforward task Which I never did even once. If the belts are full and some miners don't do anything (because the belt in front of them is full), who cares? I don't. And if the belt isn't full: put down more miners! Easy, that. That ot...
by Jürgen Erhard
Sat Oct 27, 2018 3:22 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208537

Re: Friday Facts #266 - Cleanup of mechanics

I disagree with removing the recipe limits on the Assembly machines. The problem with people rushing to Machine 2 has more to do with people needing what those machines can construct than not finding the distinction useful. You can't build a steam engine with machine 1, nor an electric mine, nor an...
by Jürgen Erhard
Sat Oct 27, 2018 3:16 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208537

Re: Friday Facts #266 - Cleanup of mechanics

No. Let's just nope this. This. Is. Wrong. I won't pick anything apart here… okay, I could live with… nope, even if I could live with *this* part or *that* part, I won't pick and choose: this is just completely wrong. It's a dumbing down for making it "simpler"… to what goal? FACTORIO ISN'...
by Jürgen Erhard
Wed Oct 17, 2018 8:28 pm
Forum: Ideas and Requests For Mods
Topic: Dislike Pump Jacks minimum production change
Replies: 3
Views: 1234

Re: Dislike Pump Jacks minimum production change

Koub wrote:
Tue Oct 16, 2018 4:55 pm
[Koub] Request for a mod, moved the topic to the appropriate subforum
But it isn't a request, I posted where I did because I wanted to *discuss* this. The mod thing is just "idle" wondering, not a request. But, mod is god, I accept your devine decision.

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