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by mexmer
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 ...
by mexmer
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 ...
by mexmer
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 ...
by mexmer
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.
by mexmer
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 ...
by mexmer
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 ...
by mexmer
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

steinio wrote: Sun Mar 03, 2019 10:48 am OCD Alert.

It is fine as it is, mind the gap.
don't step on gaps, you might fall to underside
by mexmer
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
by mexmer
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 ...
by mexmer
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.
by mexmer
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 ...
by mexmer
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 ...
by mexmer
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 ...
by mexmer
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 ...
by mexmer
Fri Feb 08, 2019 8:39 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3897
Views: 1759563

Re: Bugs & FAQ

Arch666Angel wrote: Thu Feb 07, 2019 8:38 pm I'll just answer that with some uncommented screenshots
so you plan to drop research labs on us in 0.17?

i'm still not unsure if splitting research into different labs is good idea ... well, we will see, when it's done.
by mexmer
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 ...
by mexmer
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 ...
by mexmer
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 :mrgreen:
by mexmer
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 ...
by mexmer
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 ...

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