it's really funny when people pick one simple detail and talk about realism, yet ignoring thousands of other "gamified" stuf.
and ait's almost always most annoying thing, they come with.
just mod it, if you want more annoyances in game, that's my answer.
Search found 870 matches
- Wed Jul 03, 2019 6:35 am
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 15182
- Fri Jun 28, 2019 5:20 am
- Forum: Outdated/Not implemented
- Topic: Respect Windows Storage Paths
- Replies: 34
- Views: 12021
Re: Respect Windows Storage Paths
There are a number of locations that I'm happy to see my saved games stored. Most importantly "with the game files" and "in %appdata%/%localappdata%" are not on that list, and I get a little frustrated every time I see another game save in one of these locations... because I kno...
- Sat Jun 22, 2019 7:41 pm
- Forum: Minor issues
- Topic: [posila][0.17.50] Numpad numbers do not accept Shift as a modifier key
- Replies: 4
- Views: 1857
Re: [0.17.50] Numpad numbers do not accept Shift as a modifier key
as it has been stated some months ago (i think somewhere on version 0.15), game changed from using scancodes to keycodes (There were issues with remaping of different regional layouts and other stuff). so what you see, is what actually keyboard sends. if numlock is on, it will send numpad0, if it's...
- Sat Jun 22, 2019 4:04 pm
- Forum: Outdated/Not implemented
- Topic: Respect Windows Storage Paths
- Replies: 34
- Views: 12021
Re: Respect Windows Storage Paths
while for apps i would advocate usage of %appdata% or %localappdata% (for temporary stuff). for game saves i prefer either usage of game specific folder in "My Documents" (FOLDERID_Documents) or "My Saved Games" (introduced in vista FOLDERID_SavedGames ) because it's easy to find...
- Sat Jun 22, 2019 3:53 pm
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 26539
Re: Friday Facts #300 - Special edition
hmm, so many people likes supaplex
i wonder, why nobody mentioned dynablaster tho', they are not that much apart (both released 1991), and it was best single pc multiplayer game (up to 4 payers)
i wonder, why nobody mentioned dynablaster tho', they are not that much apart (both released 1991), and it was best single pc multiplayer game (up to 4 payers)
- Sat Jun 22, 2019 3:47 pm
- Forum: Minor issues
- Topic: [posila][0.17.50] Numpad numbers do not accept Shift as a modifier key
- Replies: 4
- Views: 1857
Re: [0.17.50] Numpad numbers do not accept Shift as a modifier key
you might not be aware of this, but numpad keys are only "numpad number", when numlock is on. when numlock is off, they have other purpose (on normal pc keyboard it's arrows, ins, del, home, end, pgup, pgdown) as it has been stated some months ago (i think somewhere on version 0.15), game ...
- Sun Jun 16, 2019 9:50 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 57328
Re: [MOD 0.16.x, 0.17.x] SCTM
I create a PR (https://github.com/mexmer/ScienceCostTweakerM/pull/32) that does the following: - Adds a 2nd normal configuration called 'NormalNoCheapStart'. It is the same as normal, except red science is not half-cost - Adds an API so that other mods can register technologies for SCT to ignore. I...
- Tue Jun 11, 2019 6:15 am
- Forum: Not a bug
- Topic: [0.17.47]Freeplay message style regression
- Replies: 7
- Views: 2009
Re: [0.17.47]Freeplay message style regression
Hm. I can't shake the feeling that the old one looks "less polished" though. Maybe it's just because i know that it is "old". I kinda liked how the new one was "wider" and had a seperate color for the <tab> key component to highlight that it's not part of the text. Als...
- Sun Jun 09, 2019 2:57 pm
- Forum: Minor issues
- Topic: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
- Replies: 5
- Views: 3190
- Sun Jun 09, 2019 2:06 pm
- Forum: Minor issues
- Topic: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
- Replies: 5
- Views: 3190
Re: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
i can cofirm same error on 0.17.47 https://i.imgur.com/XETLtxI.png but there is no such dependency in omnimatter_compression, so it looks like some issue on mod server storage. see https://mods.factorio.com/mod/omnimatter_compression/downloads { "name":"omnimatter_compression", &...
- Sun Jun 09, 2019 10:58 am
- Forum: Not a bug
- Topic: [0.17.47]Freeplay message style regression
- Replies: 7
- Views: 2009
Re: [0.17.47]Freeplay message style regression
honestly, for me new style messages were unreadable, while oldstyle are much better.
- Wed May 29, 2019 3:04 pm
- Forum: Modding discussion
- Topic: Remove elements [1] vs remove elements [#elements]
- Replies: 8
- Views: 2507
Re: Remove elements [1] vs remove elements [#elements]
I'm using only one element per game tick and the order is not important. But on the next tick I need the next element and it must be some function get_first_element (elements) for i, element in pairs (elements) do local holder = table.deepcopy (element) elements[i] = nil return holder end end You d...
- Tue May 28, 2019 9:05 pm
- Forum: Modding discussion
- Topic: Remove elements [1] vs remove elements [#elements]
- Replies: 8
- Views: 2507
Re: Remove elements [1] vs remove elements [#elements]
Setting table element to nil is bad practice, unless you are only doing it for your own functions/data and properly handle it.
For example it breaks #tablename functionalitity for for cycles. And there is other minor stuff.
While it’s fast it should never be used on shared data
For example it breaks #tablename functionalitity for for cycles. And there is other minor stuff.
While it’s fast it should never be used on shared data
- Tue May 28, 2019 5:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.39] Mods with icon beside their name not sorted correctly
- Replies: 33
- Views: 10235
- Sat May 25, 2019 12:08 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1373606
Re: Bugs & FAQ
It’s not angels nor fnei, it’s py, that causes this sort of issuesinfantryman4life wrote: ↑Sat May 25, 2019 1:23 ami was looking in the FNEI mod and to see what use of the fuelrod mk01 is and i seen this with atleast 26 items for that item. i dont know if its your mod or FNEI.
- Thu May 23, 2019 9:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1537746
Re: Development and Discussion
Speaking of balance. Current Bob's mods set "Alloy processing 1" as prerequisite for "Electronics" which leads to a rather strange tech tree: Does it really need to research some expensive (in early game) techs just to get basic metal mixing furnace and start making basic electr...
- Sun May 19, 2019 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.41] Modded Game Freezes when clicking on a specific technology
- Replies: 4
- Views: 3138
Re: [0.17.41] Modded Game Freezes when clicking on a specific technology
this issue reminds me of similar issue, where someone reported, that his game froze, when selecting certain technologies, while having SCTM installed (mind SCTM is also part of seablock modpack), for that person fix was to disable connecting science packs with technologies. to explain, science pack ...
- Sun May 19, 2019 7:31 pm
- Forum: Ideas and Requests For Mods
- Topic: Future idea - Pre Industrial Realism.
- Replies: 20
- Views: 6962
Re: Future idea - Pre Industrial Realism.
have you put though on on one simple thing? why the hell should person from civilization, that is capable of interstellar flight should start wirh preindustrial tech? if you consider game canon, even steam engines are little off ... but somewhat tolerable, but anything bellow? we are not playing civ...
- Fri May 17, 2019 3:36 pm
- Forum: Technical Help
- Topic: [SOLVED] Swap Buffers Failed
- Replies: 4
- Views: 1850
Re: [posila] Swap Buffers Failed
i suggest you try to revert nvidia drivers to previous version if you have latest ones, on the other hand, if you have some old driver, first try updating to newer. from what i found 417.58 seems to be rather stable and good version, while lot of 418.xx drivers shows similar problem to yours trough ...
- Fri May 17, 2019 12:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.39] Mods with icon beside their name not sorted correctly
- Replies: 33
- Views: 10235
Re: [0.17.39] Mods with icon beside their name not sorted correctly
+2 for disabling RT