Search found 80 matches

by badtouchatr
Tue May 12, 2020 11:59 pm
Forum: Releases
Topic: Version 0.18.24
Replies: 39
Views: 20678

Re: Version 0.18.24

someone1337 wrote: ↑
Tue May 12, 2020 11:44 pm
FactorioBot wrote: ↑
Tue May 12, 2020 1:42 pm
Bugfixes
  • Fixed version 0.18.23
ALL BUGS BE GONE!
vdreams wrote: ↑
Tue May 12, 2020 6:17 pm
Update from 0.18.23 to 0.18.24 not work. Thanks for redownload. :/
To be learned: never ever update the first few hours after a release - this holds for EVERY software everywhere.
+100
by badtouchatr
Mon May 04, 2020 7:27 pm
Forum: Not a bug
Topic: [0.18.22] Construction robots seem to be ignoring cargo capacity
Replies: 2
Views: 909

Re: [0.18.22] Construction robots seem to be ignoring cargo capacity

ok. thanks for the info and the very quick response. :)
by badtouchatr
Mon May 04, 2020 7:22 pm
Forum: Not a bug
Topic: [0.18.22] Construction robots seem to be ignoring cargo capacity
Replies: 2
Views: 909

[0.18.22] Construction robots seem to be ignoring cargo capacity

Was playing on a modded save with RobotWorld-Continued (and others), came across this problem, but the mod author doesn't know how to fix it. So, I decided to try things on a vanilla game, to avoid all the "it's this mod or this mod causing it". Started up a new game in freeplay, default m...
by badtouchatr
Thu Apr 30, 2020 9:31 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 33761

Re: Version 0.18.22

Er, yes. Yay, a "minor patch" broke lots of stuff! Any chance you guys can use SemVer and do at least rudimentary testing that patch-releases don't break mods? This also implies checking a player *really* wants to upgrade to the next minor version (e.g. 0.19). In addition to Kyralessa. Si...
by badtouchatr
Sun Sep 08, 2019 10:15 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 85878

Re: Nauvis Post Collapse (16GB ram minimum required)

totally agree with @malventano And remove indestructible war robots (unfriendly Compilatrons) that are destroying everything on their path, and remove the hidden Infinity chest :D wonder how many hidden "troll features" are still there. I'm not complaining I love this map it's like how Fa...
by badtouchatr
Tue Aug 06, 2019 7:54 pm
Forum: Releases
Topic: Version 0.17.63
Replies: 21
Views: 16816

Re: Version 0.17.63

Why is there no mention to changes to fluid box connections in entities? There definitely was some change, since several mods broke due to it. https://forums.factorio.com/viewtopic.php?f=34&t=70603 ... ? should probably be listed in the changes area of this update. at the first post. many mods ...
by badtouchatr
Tue Jul 09, 2019 3:23 pm
Forum: Releases
Topic: Version 0.17.55
Replies: 12
Views: 10982

Re: Version 0.17.55

cybersteel8 wrote: ↑
Tue Jul 09, 2019 1:40 pm
Steam is taking ages providing this update :(
steam is taking ages for everything lately.
by badtouchatr
Sat Jul 06, 2019 10:32 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 266819

Re: [0.17+] Space Exploration WIP

well, the best chance for him to see bug reports is on his discord.
by badtouchatr
Sat Jul 06, 2019 10:16 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 266819

Re: [0.17+] Space Exploration WIP

Are you saying they're already researched, or available to research? And what else do you have researched already?

Not sure how much this matters, but what version of the game are you on, and what version of SE?
by badtouchatr
Sat Jul 06, 2019 9:40 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 266819

Re: [0.17+] Space Exploration WIP

Just started a new game with space exploration. For some reason all the direct prerequisite technologies for the satellite rocket silo research are all already unlocked, like low density structure, radar, rocket fuel and so forth. Not sure if it's a minor bug or for some reason intended. It's very ...
by badtouchatr
Thu Jun 27, 2019 9:51 pm
Forum: Ideas and Suggestions
Topic: Research Info
Replies: 4
Views: 1268

Re: Research Info

Oh wow. I never knew that. Thanks!

Still, it would be nice to have the previous/next researches visible too. Nice to have, probably not going to be implemented unless someone mods it first.
by badtouchatr
Thu Jun 27, 2019 3:17 pm
Forum: Ideas and Suggestions
Topic: Research Info
Replies: 4
Views: 1268

Re: Research Info

The press t thing has been really helpful in games for newer players that I've played with. Some people don't learn keybinds quickly. Always a useful thing to have a reminder for them. Ok, better idea: Get rid of the "press t" message, but add another button to click for research like the...
by badtouchatr
Wed Jun 26, 2019 12:34 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 266819

Re: [0.17+] Space Exploration WIP

Airat9000 wrote: ↑
Wed Jun 26, 2019 12:28 pm
2019-06-26_15-26-37.png
He changed that in the 0.1.104 version of Space Exploration. :)

See the changelog: https://mods.factorio.com/mod/space-exp ... /changelog
by badtouchatr
Fri Jun 21, 2019 5:46 am
Forum: Ideas and Suggestions
Topic: Research Info
Replies: 4
Views: 1268

Research Info

Just a nice little QOL feature to have Previous/Next research also shown in the upper right corner where Current research (with progress) is shown. Also, a minor thing, get rid of the "press T" message -- if players don't know what to press for the research queue by now, they're totally lo...
by badtouchatr
Fri Jun 07, 2019 2:02 pm
Forum: Releases
Topic: Version 0.17.46
Replies: 11
Views: 9879

Re: Version 0.17.46

darkfrei wrote: ↑
Fri Jun 07, 2019 12:59 pm
Changes: fixed some bugs, added some bugs. :shock:
.... but, but, but...... they're on a nuclear-fuel-powered train towards "stable"
by badtouchatr
Wed Jun 05, 2019 3:51 pm
Forum: Releases
Topic: Version 0.17.45
Replies: 12
Views: 13047

Re: Version 0.17.45

Wow, more convoluted language to explain something that is already convoluted. It's ok, *wink wink*, I'll play along. You don't appear to be able to tell the difference between natural human languages and computer code. I would get that looked at. Actually, I can. I was a programmer, and have writt...
by badtouchatr
Wed Jun 05, 2019 2:51 pm
Forum: Releases
Topic: Version 0.17.45
Replies: 12
Views: 13047

Re: Version 0.17.45

"player's inventory is full" is used regardless of the player's controller. As the wiki page that you linked describes, the controller is part of the player, so the message is correct. "player's controller's inventory is full" would be more accurate, but it would be confusing to...
by badtouchatr
Wed Jun 05, 2019 2:42 am
Forum: Releases
Topic: Version 0.17.45
Replies: 12
Views: 13047

Re: Version 0.17.45

Re: the "player/character" change in 0.17.35: The Wiki goes into detail about the difference between "player" and "character" in the game, and states (emphasis added): The character 's main inventory has 80 slots... So then why do we get the message in-game that says (e...
by badtouchatr
Thu May 09, 2019 1:12 pm
Forum: Releases
Topic: Version 0.17.37
Replies: 12
Views: 11422

Re: Version 0.17.37

I understood him very well. That's my beef with the current pathway to "1.0" -- They SAY they want to be at a 1.0 "stable" "release" version soon, but the changes they have been making lately (including, obviously, the complete GUI rewrite and the completely silly "...
by badtouchatr
Tue May 07, 2019 9:15 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 48185

Re: Changelog tutorial

Can we have something like "Author:" (and maybe "Requested-by", "Suggested-by") below "Date:"? It would be nice to people that contributes with pull requests on mods :D That would have to be up to the devs to add it to the parser code. This topic is mainly to...

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