Search found 2124 matches
- Tue May 07, 2019 12:36 pm
- Forum: Not a bug
- Topic: Cliff explosives
- Replies: 2
- Views: 648
Re: Cliff explosives
Wrong tab. Its in logistics.
- Tue May 07, 2019 12:34 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Agent Orange
- Replies: 41
- Views: 38307
Re: [MOD 0.17.x] Agent Orange
V17.1.1
Fixed Tech cost. Was using Green science instead of Red Science.
Fixed Tech cost. Was using Green science instead of Red Science.
- Thu May 02, 2019 11:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Rotateable Concrete (Hazard)
- Replies: 4
- Views: 1458
Re: Rotateable Concrete (Hazard)
Hurray! Thanks for the quick.... uhm... Reply + Solution + Mod.... Thing
- Thu May 02, 2019 2:20 pm
- Forum: Ideas and Requests For Mods
- Topic: Rotateable Concrete (Hazard)
- Replies: 4
- Views: 1458
Rotateable Concrete (Hazard)
The current hazard concrete can be rotated to alter the angle of the stripes. Whether it is a graphical rotation, a different tile, or however it works, it means that you can have different graphics for a single tile item. I would like a mod that makes the basic concrete and refined concrete be rota...
- Sun Apr 28, 2019 10:35 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Can you revert Mods to older version?
- Replies: 1
- Views: 6166
Re: Can you revert Mods to older version?
If you manually install them via the Factorio.mods website, you can choose the versions.
- Sun Apr 28, 2019 9:03 pm
- Forum: Gameplay Help
- Topic: Disable "Total Raw"?
- Replies: 8
- Views: 2466
Re: Disable "Total Raw"?
Admittedly neither have I. Usually its a ton of 0.x quantity of like half the components in the mod. Somehow this specific modpack made a poaitive feedback loop. But again, totalraw is largely setup for linear, vanilla-like recipes, and it already breaks down whem you involve productivity modules.
- Sun Apr 28, 2019 4:45 pm
- Forum: Gameplay Help
- Topic: Disable "Total Raw"?
- Replies: 8
- Views: 2466
Re: Disable "Total Raw"?
Uh, is it just me or does this seem like the core of the problem must be a bug in one of those mods? The list of raw materials you use as an example makes no sense. No, it is typical for any mod that adds loops. It ends up tracing the resources back until some cutoff point and you get a ton of all ...
- Sat Apr 27, 2019 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Tilted Belt Feeders
- Replies: 4
- Views: 1196
Re: Tilted Belt Feeders
Probably not. Still seems worth suggesting though.
- Fri Apr 26, 2019 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Tilted Belt Feeders
- Replies: 4
- Views: 1196
Tilted Belt Feeders
TL;DR Adjust belt graphics where they feed onto other belts such that they look to be inclined. What ? Make the single belt tile right before a belt feed tilted. Before Untilted belt.png After Tilted belt.png Why ? When belt graphics got redone, I saw a number of complaints/comments on the broken i...
- Fri Apr 26, 2019 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Increase Spitter Acid Patch visibility
- Replies: 0
- Views: 406
Increase Spitter Acid Patch visibility
TL;DR Make spitter Acid patches, from missed or hitting shots more visible. What ? The patches should be visible, like fire or something animated, it blends in way too well with grass, and that it doesn't move makes it hard to see. It should smolder, give off steam, or shimmer or something. Why ? S...
- Tue Apr 23, 2019 4:45 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 269786
Re: [0.17+] Space Exploration WIP
Odd. I would really think at least one engine should be required to leave a planet, It would make more sense with thrusters being used and the boosters just feeding it. But w.e. How is ship stress calculated exactly? And yea, I see how that works. Box shapes usually win for spaceships unless you inc...
- Tue Apr 23, 2019 3:36 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 269786
Re: [0.17+] Space Exploration WIP
Yea. Rocket science is just chemical level from what I saw. Much earlier. Still want to kmow how you unlock new planets. Seeing planets before unlocking them on the starmap is fine. Just that I have no idea how that works. I have no idea why i had trouble launching then. And do you need at least one...
- Tue Apr 23, 2019 3:03 am
- Forum: Pending
- Topic: character walk speed slows down randomly
- Replies: 4
- Views: 1057
Re: character walk speed slows down randomly
Enable the fps view, and watch nearby conveyer belts or similar. If it lasts around 5 seconds you should br able to tell.
If it is just the character and not the rest of the world, then either its because of terrain, or something weird happened. But it os probably game slowdown.
If it is just the character and not the rest of the world, then either its because of terrain, or something weird happened. But it os probably game slowdown.
- Tue Apr 23, 2019 12:03 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 269786
Re: [0.17+] Space Exploration WIP
Ran a quick "game" in cheat/alltech mode just to see what was there. I don't have any idea how it would work with an existing game, and more importantly, don't have a factory saved with the ability to launch a rocket. Some thoughts/suggestions/questions. Launching the sattelite, even with ...
- Sun Apr 14, 2019 12:24 am
- Forum: Mods
- Topic: [MOD 0.17.x] Easy Refineries
- Replies: 13
- Views: 5400
Re: [MOD 0.17.x] Easy Refineries
V17.1.0
Updated for V0.17
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I have no idea why people find THIS one the most important mod. I personally never use it. I used it for like one game, because oil was scary back then, but once you get used to the mechanics this is entirely unnecessary.
Updated for V0.17
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I have no idea why people find THIS one the most important mod. I personally never use it. I used it for like one game, because oil was scary back then, but once you get used to the mechanics this is entirely unnecessary.
- Sun Apr 14, 2019 12:21 am
- Forum: Mods
- Topic: [MOD 0.17x] Flare
- Replies: 26
- Views: 10333
Re: [MOD 0.16.x] Flare
V17.1.0
Updated for V0.17
Updated for V0.17
- Sun Apr 14, 2019 12:20 am
- Forum: Mods
- Topic: [MOD 0.17.x] Agent Orange
- Replies: 41
- Views: 38307
Re: [MOD 0.17.x] Agent Orange
V17.1.0
Updated for V0.17
Updated for V0.17
- Sat Apr 13, 2019 3:35 pm
- Forum: Duplicates
- Topic: [0.17.31] Ability to place a rail at any distance away from the player
- Replies: 4
- Views: 1843
Re: [0.17.31] Ability to place a rail at any distance away from the player
This is more a user friendliness thing from what I understand. The sheer size of rail setups and the restrictions on turn size mean that without this mechanic it would be way harder to build. That said, I could accept something like 4x range for rail building as reasonable. And yes, the inconsistant...
- Wed Apr 10, 2019 3:33 pm
- Forum: General discussion
- Topic: Turret creep hypocrisy
- Replies: 4
- Views: 2736
Re: Turret creep hypocrisy
Yea, kinda funny honestly.
That said, you CAN still turret creep, and honestly, its more them setting up artllery that turrets.
Its just harder than before because of the range and anti structure focus of worms.
That said, you CAN still turret creep, and honestly, its more them setting up artllery that turrets.
Its just harder than before because of the range and anti structure focus of worms.
- Sun Mar 31, 2019 6:49 pm
- Forum: General discussion
- Topic: Pollution absorption time?
- Replies: 10
- Views: 4039
Re: Pollution absorption time?
Good point. It probably won't amount to much, but yea, I see what you mean