Search found 298 matches
- Tue Oct 16, 2018 2:34 pm
- Forum: Ideas and Requests For Mods
- Topic: Dislike Pump Jacks minimum production change
- Replies: 3
- Views: 1234
Dislike Pump Jacks minimum production change
I really dislike the new(ish) 20% minimum, I'd prefer the 2/s minimum (for all oil patches). I don't see a way to "fix" this in a mod, since pump jacks have no equivalent of "products_finished". Only possible solution would be a mod that checks on all pump jacks and forces 2/s fo...
- Sun Oct 14, 2018 10:14 am
- Forum: Gameplay Help
- Topic: Inventory sort order
- Replies: 1
- Views: 966
Inventory sort order
I can't find any info on how the game sorts. What's the key the game uses? Name can't be it. Type, and then? Blueprints are jumbled in some fashion, but… well, let's just say that named blueprints should be findable. They aren't. The icons in the icon of a blueprint seem to play a role, but changing...
- Mon Sep 17, 2018 1:31 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 82112
Re: Friday Facts #254 - No research queue for you
The problem with the research queue is that the notification system is, frankly, utter garbage. You (I mean all of you devs) have played other games, haven't you? Ones with notification systems? Tell me one where notifications are that limited: they only notify of a *small* set of events (a very ver...
- Sun Sep 09, 2018 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 15773
Re: Circuit Network to read Rocket Silo Progress
There is a mod for that. Perfect, thanks! Not perfect, because mod. Inn a 2017 discussion (on a "not a bug" bug report because "broken as intended") on why rockets can be launched even if the silo's output buffer doesn't have enough space ("Rocket launches even when output ...
- Wed Aug 29, 2018 2:50 pm
- Forum: General discussion
- Topic: [POLL] Concrete in 0.16
- Replies: 51
- Views: 18650
Re: [POLL] Concrete in 0.16
"Our concrete way or the highway"
- Tue Jul 31, 2018 5:07 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 32012
Re: Friday Facts #253 - Fans & Fun
I'm not really surprised to see WZ here. Factorio players have good taste!Therax wrote:Ohhh yeah, just like Warzone 2100!hitzu wrote:So with new walls, turrets are just begging to be put on top of the walls as a strong foundation for them.
- Sun Jul 29, 2018 12:30 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 32012
Re: Friday Facts #253 - Fans & Fun
Those cliffs in the structures image: this is (one reason) why I always play without since they were introduced: they, here, totally look like rock walls, and not like cliffs. Oh, but I love the other parts. Those walls looks *amazing*! (Now if you could see fit to fix concrete to look like *CONCRET...
- Sat Jun 30, 2018 6:43 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 69636
Re: Friday Facts #249 - Dead end exploration
This would force the player Those are words I do *NOT* want to hear from a dev, and especially not from a Factorio dev. "Force" players not to overuse bots. Force players to play *OUR WAY OR THE HIGHWAY*. You still appear not have learned the bot lesson: Factorio is immensely flexible, an...
- Sat Jun 30, 2018 6:39 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 69636
Re: Friday Facts #249 - Dead end exploration
Repeat after me: BPs are items. I like them as items. I *want* them as items. It just feels more proper. "But…" Nope, nothing. Shush. You can, for example, link the library and the BP items, don't see why not. No need to de-itemize BPs (because internally they're objects anyway). One probl...
- Sat Jun 30, 2018 6:34 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 69636
Re: Friday Facts #249 - Dead end exploration
I think I would vote for proposal 3. I mostly use blueprint books, and each blueprint is rarely used often enough to put it in the quick bar or inventory. What annoys me most is that if you open a blueprint book, look for a blueprint, use it and hit Q, it is moved from the book into your inventory,...
- Sat Jun 23, 2018 9:58 pm
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 32526
Re: Friday Facts #248 - Not Saturday Facts
*could HAVE swornGhoulish wrote:The key chains are really cool. I could of sworn you were going to show off the new electric info screen this week, my prediction must of been for the other multiverse.. Next week maybe?
(I decided to *NEVER* let that slide, because it's just the worst error I know)
- Fri Jun 08, 2018 4:00 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 60597
Re: Friday Facts #246 - The GUI update (Part 3)
Cool ! Setting the frequency to minimum gives you very few ore, setting the size to minimum gives you no ore at all. How does one makes the difference between very few and none at all with the new sliders ? THIS. I do like that you don't need two clicks to change a setting, but I dislike the lack o...
- Mon Apr 16, 2018 3:53 am
- Forum: Ideas and Suggestions
- Topic: Quicksave / quickload
- Replies: 7
- Views: 4821
Re: Quicksave / quickload
I have frankly no idea how this here is related to names of saves. This is about having a key binding for "save game".
- Sun Apr 15, 2018 4:29 pm
- Forum: Mods
- Topic: [Mod 1.0.x] Charcoal Burner
- Replies: 11
- Views: 7062
Re: [Mod 0.16.x] Charcoal Burner
Tried, works. Add this code to data-updates.lua (or to data.lua, I think it should work): -- Make recipes able to take productivity modules. do local recipes = {"charcoal", "charcoal-complex", "creosote-antiseptic", "coal-coke", "impregnated-wood", &...
- Sun Apr 15, 2018 1:21 am
- Forum: Mods
- Topic: [Mod 1.0.x] Charcoal Burner
- Replies: 11
- Views: 7062
Re: [Mod 0.16.x] Charcoal Burner
Looking at something completely different (namely, how to add higher tiers of productivity modules… and just that, not all kinds of other crap I don't want) I found it. table.insert(data.raw["module"]["productivity-module"].limitation, "X") table.insert(data.raw["m...
- Fri Apr 13, 2018 10:38 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55130
Re: Friday Facts #238 - The GUI update (Part II)
This looks just different for difference's sake. No, different or "new" isn't automatically better.
What is striking compared to current is it's much brighter, much more "screaming". I like the current more subdued look. Well, maybe it'll be moddable. Hint: it *better be*.
What is striking compared to current is it's much brighter, much more "screaming". I like the current more subdued look. Well, maybe it'll be moddable. Hint: it *better be*.
- Fri Apr 13, 2018 5:05 pm
- Forum: Mods
- Topic: [Mod 1.0.x] Charcoal Burner
- Replies: 11
- Views: 7062
Productivity Modules?
Can't use productivity modules in Improved Charcoal Creation. Both coal and creosote oil are intermediate products, right? Dangit, tried to look into this, but I can't see where creosote oil or the recipe is different from heavy oil or the basic oil processing recipe. But somehow the game decides th...
- Tue Apr 10, 2018 12:55 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 102817
Re: [MOD 0.16] Bulk Rail Loaders
Crash, slightly shorted (dupes removed, marked with […]) because forum size limit. All mods current (and lots of them :D). Error while running event railloader::on_marked_for_deconstruction (ID 20) […] Error while running event railloader::on_marked_for_deconstruction (ID 20) __railloader__/control....
- Mon Apr 09, 2018 11:57 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 102817
Re: [MOD 0.16] Bulk Rail Loaders
v0.4.0 is now available. BRLs are now built as independent entities, rather than as overlays to rails. This is a major change, and is likely to expose some weird cases especially with existing blueprints. I've done my best to search for and update blueprints in your worlds, but I expect there to be...
- Sat Apr 07, 2018 12:34 pm
- Forum: Implemented Suggestions
- Topic: Missing Research Requirements fix [0.15]
- Replies: 19
- Views: 9322
Re: Missing Research Requirements fix [0.15]
I chuckle at this whole discussion, because as a new player I find the entire tech tree (beginning at 3 layers down) to be so convoluted and confusing that probably only the most experienced players would even notice these issues. The UI for the tech tree needs work. Fear not! After adding all thos...