Search found 2124 matches

by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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
by Ranakastrasz
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...
by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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 ...
by Ranakastrasz
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.
by Ranakastrasz
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...
by Ranakastrasz
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...
by Ranakastrasz
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...
by Ranakastrasz
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...
by Ranakastrasz
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.
by Ranakastrasz
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 ...
by Ranakastrasz
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
-----

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.
by Ranakastrasz
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
by Ranakastrasz
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
by Ranakastrasz
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...
by Ranakastrasz
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.
by Ranakastrasz
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

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