Search found 234 matches

by BHakluyt
Wed Mar 27, 2019 8:47 pm
Forum: Not a bug
Topic: Blueprint slowdown: anyone else having this?
Replies: 14
Views: 3269

Re: Blueprint slowdown: anyone else having this?

O yeah this happens to me regularly. I thought it was just how things are.
Screen01
Screen02
loggy
by BHakluyt
Wed Mar 27, 2019 7:42 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268141

Re: [0.17+] Space Exploration WIP

Very awesome sprites you got there. Nailed the vanilla style. This is fantastic!
by BHakluyt
Wed Mar 27, 2019 6:39 pm
Forum: Releases
Topic: Version 0.17.19
Replies: 22
Views: 13817

Re: Version 0.17.19

Okay, so here is the map I finally settled on after spending more than 3 hours with the settings and seed randomiser button. Ores01.png Resource frequency is minimum, while richness and size is at max. That is really just way too much ores in a real tight area. There is another iron up top but the i...
by BHakluyt
Wed Mar 27, 2019 8:11 am
Forum: Releases
Topic: Version 0.17.19
Replies: 22
Views: 13817

Re: Version 0.17.19

Thanks for the responses guys. I am not talking about removing ores in the starting area. I am talking about seeing 5 plus large ore patches of almost every ore when zooming put with even lowest frequency settings. All I want is to have about one ore patch per area about the size of large starting a...
by BHakluyt
Tue Mar 26, 2019 3:14 pm
Forum: Releases
Topic: Version 0.17.19
Replies: 22
Views: 13817

Re: Version 0.17.19

Dear Devs

Can you PLEASE make resource frequency in random gen be even less. With frequency set to it's lowest I still get a bunch of patches close to starting area. For a proper railworld game I would like to tune down frequency about 300 to 600% from what the current lowest setting gives. Please?
by BHakluyt
Thu Mar 14, 2019 11:02 am
Forum: Releases
Topic: Version 0.17.11
Replies: 13
Views: 15118

Re: Version 0.17.11

Dear Devs

Can you PLEASE make resource frequency in random gen be even less. With frequency set to it's lowest I still get a bunch of patches close to starting area. For a proper railworld game I would like to tune down frequency about 300 to 600% from what the current lowest setting gives. Please?
by BHakluyt
Wed Feb 27, 2019 7:02 am
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 246055

Re: Version 0.17.0

Where must we post feedback for you guys? Well thanks the update, it seems awesome! I got a few thousand hours in the game already but haven't played in quite some months so I fired up the starting campaign. I would suggest make the robot run to the particular ores when it needs to be mined. And in ...
by BHakluyt
Sat Feb 23, 2019 7:20 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154950

Re: Friday Facts #283 - Prepare to Launch

Yeah definitely try to release before Thursday because Thursday Space Engineers drops a massive update. Your usual Tuesdays would be good I reckon. Also what that other guy said about belt speeds and biters definitely +1. The red and blue belts should slow them a bit more and be more comparative to ...
by BHakluyt
Fri Feb 22, 2019 5:50 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154950

Re: Friday Facts #283 - Prepare to Launch

Awesome stuff guys! And the new rocket silo looks cool. How about a rough time and date for 0.17 so that I don't have to check your site 50 times a day every day for the next week please?
by BHakluyt
Fri Feb 01, 2019 8:37 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88286

Re: Friday Facts #280 - Visual Feedback is the king

Gabrol wrote:
Fri Feb 01, 2019 8:10 pm
Is it possible to add icons to train stop names?
This was shown in an earlier FFF...I hope it's still happening...
by BHakluyt
Fri Feb 01, 2019 8:36 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88286

Re: Friday Facts #280 - Visual Feedback is the king

We can toggle personal roboports and exosuits... Awesome guys! Now just the spidertron and roboports for cars and my Factorio wishlist will be pretty much completed. You Factorio devs are really the most awesome people in the world!!!
by BHakluyt
Fri Oct 05, 2018 3:18 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 38787

Re: Friday Facts #263 - Trains in blueprints

With all the great changes coming it seems I will have to play the tutorial and learn the game from scratch again. Haha. Its amazing how when .15 came out it was like a new game with all the features and then when .16 came out it was the same story. You guys are amazing. I wish more people in the wo...
by BHakluyt
Thu Jun 21, 2018 9:57 pm
Forum: General discussion
Topic: Do you want Factorio? Undoubtedly the best game ever!
Replies: 0
Views: 754

Do you want Factorio? Undoubtedly the best game ever!

Hi I thought just for FYI to post here since I didn't see anything on the forums yet, and I know some prospective Factorians browse the forums but perhaps not reddit. So anyways if you go look at the recent reddits there is two posts and about a total of 5 copies of the game up for grabs by some ver...
by BHakluyt
Fri Jun 08, 2018 6:33 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 61113

Re: Friday Facts #246 - The GUI update (Part 3)

Hi Devs The new GUI's seem more intuitive and thanks for fixing settings that didn't do much anymore. Part of the whole comb-over for final release I reckon. I hope with the new GUI updates that you are considering simple icons and triggers to the HUD to display and toggle things like personal robop...
by BHakluyt
Thu May 31, 2018 6:23 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Lazy Bastard Mega Mall
Replies: 23
Views: 37378

Re: Lazy Bastard Mega Mall

Hey man. Yeah no requesters, embrace the awesomeness of spaghetti! Regarding that O signal, I have two places that the belts can be manually locked with a combinator. The one at the kovarex setup and one at the module production. Just set the combinator on/off. That small kovarex setups x3 are someo...
by BHakluyt
Mon May 28, 2018 8:42 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Lazy Bastard Mega Mall
Replies: 23
Views: 37378

Re: Lazy Bastard Mega Mall

Hi khadgarion No, unfortunately I couldn't fit an assembler in there to make the standalone artileries...However, iirc, the wagon arty assembler can just be manually changed to produce the standalone ones. I have something like that in the back of my mind. The current version of the mall on my PC ha...
by BHakluyt
Mon May 28, 2018 8:36 am
Forum: Pending
Topic: [0.16.16] Crash: "Error Rail.cpp:356: Removal of trains over rail unsucessful."
Replies: 9
Views: 3260

Re: [0.16.16] Crash: "Error Rail.cpp:356: Removal of trains over rail unsucessful."

Hi Rseding Sorry for never replying. I removed Mylon's global warming mod after that crash because my game just had too much pollution. But basically the crash can be reproduced based on the chance that a train is on a piece of rail when global warming flood that specific area, remove the rail and t...
by BHakluyt
Mon Apr 30, 2018 8:51 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Lazy Bastard Mega Mall
Replies: 23
Views: 37378

Re: Lazy Bastard Mega Mall

Hi Thanks for the interest. I have updated the blueprint since I forgot to add rocket and nuclear fuel production. If you use Nixi Tubes mod you will get nice counters for the Kovarex Process. But the mall can run in vanilla without any mods too... Still wish I can weave in an assembler to make exos...
by BHakluyt
Sun Apr 22, 2018 2:05 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Lazy Bastard Mega Mall
Replies: 23
Views: 37378

Re: Lazy Bastard Mega Mall

Good Day Fellow Factorians I have been extending the mall to incorporate some of the new items added in Factorio v0.16. I kept the original idea of not using bots to operate the mall as well as having isles which you can walk down and browse your wares. Roboports are spread throughout, so the idea i...
by BHakluyt
Thu Apr 12, 2018 8:40 pm
Forum: Mods
Topic: [MOD 0.16] Trade empire
Replies: 8
Views: 5371

Re: WIP: [MOD 0.16] Trade empire

This actually seems like a quite cool idea until space platforms and other planets gets to be reality for vanilla or dlc Factorio in the far flung future. I had a chance to check out Surviving Mars for a few hours the other day. There it seems the limiting factor become concrete, something that can ...

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