Search found 659 matches

by Kane
Sat May 06, 2017 4:43 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92414

Re: [MOD 0.15.x] Modular Armor Revamp

Yeah it be nice to be able to feed them another method if possible. Is the charging of the armor via outside source still an issue? If so is there a API request or fix somewhere I can participate to the devs to have it fixed?
by Kane
Sat May 06, 2017 12:14 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 241099

Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings

I think it's Creative mode mod but I really love the ability it has to show most raw form of resources and was wondering if there was a chance this was a stand alone mod maybe with option to let user toggle it on or off via a hotkey. Would make for a great mod I think on its own.
by Kane
Fri May 05, 2017 9:35 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92414

Re: [MOD 0.15.x] Modular Armor Revamp

But who did you see using it? I haven't seen any videos of people using it yet, just the spotlight. Oh no one sorry, Was a random screenshot I saw on discord before and I saw the fusion reactor requiring the fuel and I was like hot damn time to google that. Ah, Alright. Still hoping to see someone ...
by Kane
Fri May 05, 2017 8:43 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 33638

Re: Version 0.15.9

Fixed a crash when looking at trains 0.15.10 haha :)

Either way I don't mind crashes / bugs at this level. I know how much you guys in the office were probably like swearing a lot when this 2nd big one showed up hehe. Either way you guys always seem to come through and hotfix it so cheers!
by Kane
Fri May 05, 2017 8:41 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 230356

Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

This mod was neat but was always noisy, a bit cheap over all as well. I hope with 0.15 we have to create something a ton more expensive or have the option. I would expect something like this to cost insane amount of materials and density maybe even multiple shipments to modular build it. Maybe I'm a...
by Kane
Fri May 05, 2017 8:39 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92414

Re: [MOD 0.15.x] Modular Armor Revamp

Ranakastrasz wrote:But who did you see using it? I haven't seen any videos of people using it yet, just the spotlight.
Oh no one sorry, Was a random screenshot I saw on discord before and I saw the fusion reactor requiring the fuel and I was like hot damn time to google that.
by Kane
Fri May 05, 2017 8:23 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92414

Re: [MOD 0.15.x] Modular Armor Revamp

2 of those are correct actually maybe starsector too idk 100% sure I'm suppose to do videos on it :P

I love the costs btw and I agree if you get a bunch of real estate it should cost.
by Kane
Fri May 05, 2017 11:29 am
Forum: General discussion
Topic: Roboport repair pack inventory
Replies: 17
Views: 8431

Re: Roboport repair pack inventory

Actually our "design" is that repair packs should be put primarily to logistic chest (storage or provider) and slots in roboport are just for robots that are returning from repair job with some repair packs left. So putting repair packs to storage chest is preferred solution. Nice nice. S...
by Kane
Fri May 05, 2017 11:27 am
Forum: Ideas and Suggestions
Topic: [0.15.6] Dissipation rate Advance Setting (Not Enough Ctrl)
Replies: 0
Views: 542

[0.15.6] Dissipation rate Advance Setting (Not Enough Ctrl)

https://i.imgur.com/XY347b4.png Sadly by default this option is 1. Now I assume some people would not mind going up but I think the majority would actually consider changing it down (for a harder gameplay). The downside to this options sadly is that you have no fine controls on it in fact almost al...
by Kane
Fri May 05, 2017 10:23 am
Forum: Mods
Topic: [0.15] Locomotive Obituaries
Replies: 1
Views: 1032

Re: [0.15] Locomotive Obituaries

Thanks :)
by Kane
Fri May 05, 2017 9:21 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 92414

Re: [MOD 0.15.x] Modular Armor Revamp

Very cool mod I did not see it on the mod page but I saw someone else using this so I googled it. Looking forward to using it. Also looking forward to more item sink recipes. I noticed the raw mats on the Mk4 and they were sweet. Odd/Range Suggestion: Modular Storage. Allows you to increase your spa...
by Kane
Fri May 05, 2017 3:06 am
Forum: Resolved Problems and Bugs
Topic: [15.3] Difficult to loot corpse when died on Ore
Replies: 8
Views: 3199

Re: [15.3] Difficult to loot corpse when died on Ore

Rseding91 wrote:
Kane wrote:
Rseding91 wrote:Thanks for the report. This is now fixed for the next version of 0.15.
Including tracks, and such? I guess higher layer priority?
Yeah. I added a new prototype property to entities to determine selection priority.
Sweet perfect! This will help most issues then :)
by Kane
Fri May 05, 2017 1:02 am
Forum: Not a bug
Topic: [0.15.6] Tool Tip Error on Construction Bot Research Size.
Replies: 1
Views: 446

[0.15.6] Tool Tip Error on Construction Bot Research Size.

Simple put bad tooltip info: https://i.imgur.com/JsDZYHq.png Maybe also add something like Logistics only or something in brackets: https://i.imgur.com/7ivtvZV.png This is a bug since you can't nor do support with Cargo bots right now due to performance issues etc. No need to mislead new players I'm...
by Kane
Thu May 04, 2017 11:09 pm
Forum: Resolved Problems and Bugs
Topic: [15.3] Difficult to loot corpse when died on Ore
Replies: 8
Views: 3199

Re: [15.3] Difficult to loot corpse when died on Ore

Rseding91 wrote:Thanks for the report. This is now fixed for the next version of 0.15.
Including tracks, and such? I guess higher layer priority?
by Kane
Wed May 03, 2017 7:34 pm
Forum: Pending
Topic: [0.15.x] Factorio doesnt close correctly
Replies: 15
Views: 3049

Re: [0.1x.x] Factorio doesnt close correctly

I had this issue ages ago I forgot how I fixed it but I recently formatted and don't have this issue now but also had it before. I think a dev back then told me why it happen but might been a diff issue then. It was like the method of how I was closing it.
by Kane
Wed May 03, 2017 7:29 pm
Forum: Pending
Topic: [0.15.1] Strange Crash Changing Vsync in MP then logging out
Replies: 2
Views: 379

Re: [0.15.1] Strange Crash Changing Vsync in MP then logging out

Thanks, I tried repeating this myself over and over since never had luck with it. Maybe been fixed since (like you suggested).

Thanks.
by Kane
Wed May 03, 2017 12:26 pm
Forum: Maps and Scenarios
Topic: Wanted: PvE Friendly Separate Teams With Own Starting Base.
Replies: 21
Views: 8911

Re: Wanted: PvE Friendly Separate Teams With Own Starting Base.

You make all the spawns at the start. They can copy them or random gen though if you random gen it's pretty much just one spot with the proper ores and the rest screwed.
by Kane
Wed May 03, 2017 3:20 am
Forum: Minor issues
Topic: [0.15.6] High Liquid Values stick out on the GUI.
Replies: 1
Views: 651

[0.15.6] High Liquid Values stick out on the GUI.

Not sure if this will get fixed in 0.15 or wait till .16 for the GUI revamp.
Image

really slight example:Image
by Kane
Wed May 03, 2017 3:18 am
Forum: Ideas and Suggestions
Topic: Additional technologies for map / minimap
Replies: 8
Views: 1216

Re: Additional technologies for map / minimap

I'm really sad that I can see my trains / etc without launching a satellite for gps.
by Kane
Wed May 03, 2017 1:25 am
Forum: Maps and Scenarios
Topic: Wanted: PvE Friendly Separate Teams With Own Starting Base.
Replies: 21
Views: 8911

Re: Wanted: PvE Friendly Separate Teams With Own Starting Base.

Thanks mate. I used your scenario before we had talked ages ago. I liked the new changes / features with the PvP Map. That being said I will be sure to check yours out in the future. I'm not sure how you deal with biters and far away bases and such but it's dealt with well now in the PvP Scenario. R...

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