Search found 870 matches
- Sun Mar 03, 2019 6:52 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1932747
Re: Development and Discussion
In collaboration with lovely_santa
https://mods.factorio.com/mod/angelsaddons-cab
:D :D :D :D :D :D !
https://mods-data.factorio.com/assets/81211c0274c5729edfb2f542d9d9aa1b8726eb3b.thumb.png
Would it work with 0.16? Or does it use some 0.17-only code ?
i hope it will break, it's uggly ...
- Sun Mar 03, 2019 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 7430
Re: Remove the coverage gap between small/med poles
I made it already in my original post. Again, change small poles area to 3.5 and medium pole to 4.5 so that the coverage matches the wire distance.
that's not constructive, because you have not thought what effect will have it on game.
you just don't like current state, so you typed whatever did ...
- Sun Mar 03, 2019 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 7430
Re: Remove the coverage gap between small/med poles
Oh yeah, sure, however by the time substation is unlocked, most of my mining setup and smelting arrays are complete, and making a continuous coverage with small or medium power poles is such a pain.
and here you are wrong, you will still do it. because there will be no other way to fit 2 ...
- Sun Mar 03, 2019 3:33 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 7430
Re: Remove the coverage gap between small/med poles
what am i saying is, if you hate gaps, use substation. it has also bigger coverage than small and medium pole.
- Sun Mar 03, 2019 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 7430
Re: Remove the coverage gap between small/med poles
On second thought, I also think the gap has little to no added value overall, while multiplying the power poles to cover everything can be a PITA.
Voting on vavor of removing the gap.
then what about big poles? turn them into substation?
substation grid has no gaps. and that's for me ...
- Sun Mar 03, 2019 10:59 am
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 7430
Re: Remove the coverage gap between small/med poles
anyways, topic related answer. i like current state with gaps.
if i need full coverage, i put poles close together.
small poles are good enough for smelter line coverage, you can even use them with assemblers, although medium poles are better.
on the other hand, when you need to do "long range ...
if i need full coverage, i put poles close together.
small poles are good enough for smelter line coverage, you can even use them with assemblers, although medium poles are better.
on the other hand, when you need to do "long range ...
- Sun Mar 03, 2019 10:57 am
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 7430
Re: Remove the coverage gap between small/med poles
don't step on gaps, you might fall to underside
- Sat Mar 02, 2019 6:13 pm
- Forum: Duplicates
- Topic: [0.17.4] Game doesn't autoload save from path with space
- Replies: 2
- Views: 901
Re: [0.17.4] Game doesn't autoload save from path with space
thanks have not noticed that. i've also didn't properly link thread from 0.17.0 where it was said to be fixed
- Sat Mar 02, 2019 5:44 pm
- Forum: Duplicates
- Topic: [0.17.4] Game doesn't autoload save from path with space
- Replies: 2
- Views: 901
[0.17.4] Game doesn't autoload save from path with space
according to this thread issue should be fixed, but it is not
https://i.imgur.com/UnaLg9u.jpg
snip from current log
8.795 Verbose AtlasSystem.cpp:807: Size of sprites outside of atlas: 0.00MB
8.808 Custom inputs active: 0
8.873 Factorio initialised
8.881 Loading map C:/Users/Josef
8.881 ...
https://i.imgur.com/UnaLg9u.jpg
snip from current log
8.795 Verbose AtlasSystem.cpp:807: Size of sprites outside of atlas: 0.00MB
8.808 Custom inputs active: 0
8.873 Factorio initialised
8.881 Loading map C:/Users/Josef
8.881 ...
- Wed Feb 27, 2019 6:16 am
- Forum: Duplicates
- Topic: [0.16.51] unable to update
- Replies: 1
- Views: 643
Re: [0.16.51] unable to update
OK, so today it downloaded everything, but failed to apply update.
Mind i'm running standalone version (ZIP) of 0.16.51
for now i will download 0.17 from web, but it will be nice, if updates are actually working.
Mind i'm running standalone version (ZIP) of 0.16.51
for now i will download 0.17 from web, but it will be nice, if updates are actually working.
- Tue Feb 26, 2019 10:26 pm
- Forum: Duplicates
- Topic: [0.16.51] unable to update
- Replies: 1
- Views: 643
[0.16.51] unable to update
So i just run game (0.16.51), it offered me update to 0.17.1
game does download core-win64-0.16.51-0.17.0-update.zip
but then fails with 404 not found
0.001 2019-02-26 23:18:56; Factorio 0.16.51 (build 36654, win64, alpha)
0.001 Operating system: Windows 10 (version 1803)
0.001 Program ...
game does download core-win64-0.16.51-0.17.0-update.zip
but then fails with 404 not found
0.001 2019-02-26 23:18:56; Factorio 0.16.51 (build 36654, win64, alpha)
0.001 Operating system: Windows 10 (version 1803)
0.001 Program ...
- Fri Feb 22, 2019 6:59 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 197988
Re: Friday Facts #283 - Prepare to Launch
this line scares me
The Rocket Silo without the rocket uses sixteen 8192x8192px textures which makes our 1080Ti run out of VRAM to render.
i have only 4GB 1050Ti
anyways, looking forward for next week release.
btw. i don't like opening animation on logistic boxes, but ... guess that's just ...
The Rocket Silo without the rocket uses sixteen 8192x8192px textures which makes our 1080Ti run out of VRAM to render.
i have only 4GB 1050Ti
anyways, looking forward for next week release.
btw. i don't like opening animation on logistic boxes, but ... guess that's just ...
- Wed Feb 20, 2019 7:10 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 262745
Re: [0.17.x] Bob's Mods: General Discussion
You could make the mk1 assembler produce all tier 1 items(basic circuit board iron gears mk1 drills etc) and then the mk2 assembly machine which will do all tier 2 and 1 items plus mk3 assembly machine and so on
Which means manually sorting out what can be crafted in where by introducing a ...
- Mon Feb 18, 2019 10:24 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 262745
Re: [0.17.x] Bob's Mods: General Discussion
If you haven't already, you should take a look at mexmer's ScienceCostTweaker Mod (and probably lovely santa's extension of it ?).
It's included in Sea Block, and I find it pretty well done !
(For instance it requires tin and lead plates for SP2.)
My only gripe with it is how it has some recipes ...
- Fri Feb 08, 2019 8:39 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1759563
Re: Bugs & FAQ
so you plan to drop research labs on us in 0.17?Arch666Angel wrote: Thu Feb 07, 2019 8:38 pm I'll just answer that with some uncommented screenshots
i'm still not unsure if splitting research into different labs is good idea ... well, we will see, when it's done.
- Fri Feb 01, 2019 6:06 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 262745
Re: [0.17.x] Bob's Mods: General Discussion
question is, what will be then motivation to upgrade machines, and i'm not talking about speed, since we have modules and beacons for that. and old machines will take less power.
I have no clue what is technically possible, but one frustration I have in my current playthrough is matching ...
- Fri Feb 01, 2019 6:04 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 262745
Re: [0.17.x] Bob's Mods: General Discussion
Module slots ... well that’s only reason to get them. So you can increase productivity (since that cannot be trasmited from beaconsif i remember correctly).
As for speed. Speed alone is not good enough incentive, you can even stay on mk1 until you get mk4, then swap and never build mk5, except new ...
As for speed. Speed alone is not good enough incentive, you can even stay on mk1 until you get mk4, then swap and never build mk5, except new ...
- Fri Feb 01, 2019 5:50 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 118083
Re: Friday Facts #280 - Visual Feedback is the king
Nice to see that some feedback from last fff got implemented, although i suspect it was already half way done, when that fff came out 

- Fri Feb 01, 2019 12:55 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 262745
Re: [0.17.x] Bob's Mods: General Discussion
I don't see any discussion here yet of the assembler complexity limit being dropped. I know I saw some discussion on that in the other thread. Are there any plans solidified yet as far as whether you'll be keeping the item limits?
I have already stated somewhere in the 0.16 general discussion ...
- Tue Jan 29, 2019 12:43 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 102068
Re: Friday Facts #279 - Train GUI & Modern Spitter
I never ever had a case in my entire Factorio life in which something like this was even remotely needed:
(A & (B | C) & D) | (E & F) | G
I too have never had anything remotely this complex. In fact, I have once in my entire Factorio life thought "I wonder how the game will parse this?" I ...