Search found 79 matches

by badtouchatr
Sat Apr 06, 2019 12:59 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 28175

Re: Friday Facts #289 - Character GUI

Generally, I like the new GUI changes very much. One concern though: Are the Weapons slots on the Character tab going to ONLY be visible here, and not in the lower-right part of the screen, as they are now? Because if so, I think a lot of people will miss this. Also, I think these are both great ide...
by badtouchatr
Thu Apr 04, 2019 12:33 am
Forum: Mods
Topic: MINI MODS
Replies: 50
Views: 22817

Re: MINI MODS

Splicer9 wrote: ↑
Wed Apr 03, 2019 10:58 pm
BUG - Possibly related to your mod, happens on start up of the game.
https://pastebin.com/p2SWFNKG
Which mod are you referring to?
by badtouchatr
Mon Apr 01, 2019 5:09 am
Forum: Mods
Topic: MINI MODS
Replies: 50
Views: 22817

Re: MINI MODS

Hi everyone. I uploaded a new version of the ProductionScrap2 mod, which fixes the 4.2G crafting problem that was occurring. https://mods.factorio.com/mod/ProductionScrap2 If you encounter any problems, please reply here or PM me, as I made these recent changes. DellAquila has added me as a collabor...
by badtouchatr
Fri Mar 29, 2019 6:14 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 108
Views: 18574

Re: Changelog tutorial

I've found another picky requirement of the changelog parser: The header line of dashes (and subsequent dashed lines between versions) must have exactly 99 dashes. I've tried it with 80, 98, 99, and 100. The only one that works is 99.
by badtouchatr
Wed Mar 27, 2019 10:43 pm
Forum: Releases
Topic: Version 0.17.21
Replies: 15
Views: 11088

Re: Version 0.17.21

... To the players, this like the every other release .17 is still tagged as experimental, i.e. beta.... Hiladdar If I may present the semantical argument, even the factorio devs consider both the "stable" and the "experimental" releases as "alpha". :) https://factorio...
by badtouchatr
Tue Mar 12, 2019 1:59 pm
Forum: Releases
Topic: Version 0.17.11
Replies: 13
Views: 12171

Re: Version 0.17.11

When I do alt b and drag out a blueprint, I can then hit e and drop it in my inventory or b and drop it into the blueprint library. Same with ctrl c ctrl x, and ctrl v. Ok, gotcha. I tried that and it works. I just need to do that *before* I place it. Thanks! you can place the blueprint first...its...
by badtouchatr
Tue Mar 12, 2019 7:42 am
Forum: Releases
Topic: Version 0.17.11
Replies: 13
Views: 12171

Re: Version 0.17.11

5thHorseman wrote: ↑
Tue Mar 12, 2019 6:37 am
When I do alt b and drag out a blueprint, I can then hit e and drop it in my inventory or b and drop it into the blueprint library.

Same with ctrl c ctrl x, and ctrl v.
Ok, gotcha. I tried that and it works. I just need to do that *before* I place it. Thanks!
by badtouchatr
Mon Mar 11, 2019 9:55 pm
Forum: Releases
Topic: Version 0.17.11
Replies: 13
Views: 12171

Re: Version 0.17.11

Am I missing something, or is the following behavior still part of the blueprint updates yet to come? Updated to 0.17.11, use Alt-B to create new blueprint, save blueprint, ghost place it, let bots place the items, and then the new blueprint is nowhere to be found (except using the Paste function, o...
by badtouchatr
Fri Mar 01, 2019 2:57 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.3] game fails to start (macOS Sierra)
Replies: 48
Views: 6613

Re: [0.17.3] game fails to start (macOS Sierra)

I was having the same issue with all versions of 0.17 (could download through steam, but it would not launch). I was on El Capitan 10.11.3, and upgraded to Mojave (10.14.3), and all is fine. I realize that some people cannot upgrade for various reasons, but just thought I'd put my 2 cents in.
by badtouchatr
Fri Nov 16, 2018 1:12 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176633

Re: [MOD 0.16] Xander Mod v2.1.1

OMGosh, I think I give up now. The mod has beaten me. I'm at 166 hours, and just got past blue science (don't even have red belts being made yet), and was trying to make the move to robots. Good lord, there are dozens of things needed for this, PLUS purple science to make some of the items. With all...
by badtouchatr
Sat Oct 27, 2018 9:32 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 107399

Re: Friday Facts #266 - Cleanup of mechanics

Regarding the pickaxe removal: I haven't seen someone state this yet, so I *may* be in the minority, but -- the main issue I have with it being removed is that it's not very realistic to mine ore from the ground with your HANDS. So it seems some sort of initial, craftable mining tool is necessary. B...
by badtouchatr
Mon Oct 22, 2018 2:55 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176633

Re: [MOD 0.16] Xander Mod v2.1.1

eradicator wrote: ↑
Mon Oct 22, 2018 9:31 am

I've added it to my hotfix mod. @Therax: Feel free to add it to your own hotfix, mine isn't really up to date.
Thank you so much for this. It did the job! Now I have my "dead planet" with trees!!
by badtouchatr
Sun Oct 21, 2018 11:04 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176633

Re: [MOD 0.16] Xander Mod v2.1.1

Ok, just started on a new game with Xander mod. I also have Alien Biomes mod, and when I start the game, there are no terrain details (except cliffs). The ground all around starting area and beyond is just flat grey; no features, no grass, no tress, nothing. I tried it with different terrain setting...
by badtouchatr
Thu Oct 18, 2018 5:29 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176633

Re: [MOD 0.16] Xander Mod v2.1.1

Just need to switch to concrete sleepers for rail and that'll be the last of it. Default rails need wood? Maybe I will need to rethink my idea of cheating in wood then. Ah, what the heck. I know a little Lua from when I created a mod for Farming Simulator. I should just write my own for this, as er...
by badtouchatr
Wed Oct 17, 2018 3:33 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176633

Re: [MOD 0.16] Xander Mod v2.1.1

@badtouchatr: And if you actually find something that blocks progression that miraculously nobody else has discovered yet: Just post it here and it'll probably be fixed within 24 hours :p. For Xanders i find (construction-) robots a much better target than rockets as a "first big step". T...
by badtouchatr
Wed Oct 17, 2018 3:10 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176633

Re: [MOD 0.16] Xander Mod v2.1.1

Thanks for the reply, Therax. Ok, so maybe I shouldn't worry about getting to the end game so much, but just having fun playing with a unique mod for the game. I've recently played a Bob's-only run, but just like vanilla, the end game is severely lacking (IMO). So, I think I'll just download Xander ...
by badtouchatr
Wed Oct 17, 2018 4:06 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176633

Re: [MOD 0.16] Xander Mod v2.1.1

I've been wanting to try this mod, but wondering if anyone has been able to do a complete run-through to the rocket launching stage without any problems. Like some others have said, I kind of don't want to get 100 hours or so into it to find out I can't complete it. I know about Therax's hotfix for ...
by badtouchatr
Tue Dec 26, 2017 4:07 pm
Forum: Balancing
Topic: Fluid wagon and barrels balancing
Replies: 18
Views: 5144

Re: Fluid wagon and barrels balancing

I know I'm going to ruffle a lot of feathers on this, but ... Has everyone's OCD gone crazy on the balancing thing? Sheesh
by badtouchatr
Sun Dec 24, 2017 10:36 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 40542

Re: Version 0.16.7

... while a single normal wagon can fit 50 * 40 barrels with 250 units each. that's 200 * 200 = 40 000. that's 15 000 more than a dedicated tanker wagon! I agree with the opinion that the decision to remove the fluid tank separation was pretty much ridiculous (based on any argument), but I wanted t...

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