Search found 772 matches

by Boogieman14
Fri May 05, 2017 1:02 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 51938

Re: Version 0.15.7

Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty. What does 'penalty' mean here? (Probably) Pathfinding penalty. This will make it less likely for an automatic train to take a route that has a train on manual mode in the ...
by Boogieman14
Thu May 04, 2017 9:13 pm
Forum: Not a bug
Topic: [0.15.6] "New tag" keybinding not configurable
Replies: 1
Views: 727

[0.15.6] "New tag" keybinding not configurable

Left-clicking the map brings up the "New tag" window. I'd like to change that to something more convenient for me, but I couldn't find an entry for it in the Controls settings.
by Boogieman14
Thu May 04, 2017 11:51 am
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Sync mods with save can't find mods
Replies: 1
Views: 2120

[0.15.6] Sync mods with save can't find mods

I'm trying to load a savegame in a fresh (zip) installation of Factorio. When I click the "Sync mods with save" button, this window pops up: http://i.imgur.com/75FqYWJ.png When I open the api url from the logfile in a browser, I do receive what appears to be a proper json response that doe...
by Boogieman14
Thu May 04, 2017 11:20 am
Forum: Gameplay Help
Topic: Circuit network request: enable pump when other pump is on
Replies: 2
Views: 2422

Re: Circuit network request: enable pump when other pump is on

Just connect them to the same circuit and set the same (or opposite) condition, depending on if you want them both on at the same time or one off when the other's on.
by Boogieman14
Wed May 03, 2017 10:10 am
Forum: General discussion
Topic: [Request] Could someone share a railworld save?
Replies: 6
Views: 2979

Re: [Request] Could someone share a railworld save?

Not exactly a railworld according to the presets, I started a world using RSO mod (I may have selected the Railworld preset, but the resource settings get overridden by RSO). The few mods used are all from the portal. *edit* Oh, it isn't peaceful, but that's easily fixed with a console command (shou...
by Boogieman14
Fri Apr 28, 2017 11:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.3] Research screen not scrolled down on complete
Replies: 1
Views: 893

[0.15.3] Research screen not scrolled down on complete

When opening the research screen after completing a research, the screen has selected the completed research, but it doesn't scroll down to just completed one but sits at the top of the list. Since manually selecting a technology does scroll down to the next available, I would expect this just compl...
by Boogieman14
Fri Apr 28, 2017 10:42 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 288111

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.1

Getting an error when I try to follow a train while already driving another train:

Image

Game version 0.15.3, other mods: FARL and Logistic Wagon (not researched yet)
by Boogieman14
Wed Apr 26, 2017 8:51 pm
Forum: Implemented Suggestions
Topic: In Research screen, show the tech needed for the science pac
Replies: 6
Views: 3154

In Research screen, show the tech needed for the science pac

With the newly added science packs, I think it could be beneficial if the science pack icons listed after "Cost" could be clicked on to take you to the tech that unlocks it (or at least include the name of the unlocking tech in the mouseover)
by Boogieman14
Tue Apr 25, 2017 2:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] Map generator inconsistent behaviour
Replies: 2
Views: 2527

Re: [0.15.1] Map generator inconsistent behaviour

Exchange strings don't contain anything about presets since the preset isn't saved in the map either. All presets do is change the rest of the options in a nice packaged way. Right, makes sense. Perhaps a visual indication of this would be to deselect all presets when you enter an exchange string? ...
by Boogieman14
Tue Apr 25, 2017 9:44 am
Forum: Resolved Problems and Bugs
Topic: [0.15.1] Map generator inconsistent behaviour
Replies: 2
Views: 2527

[0.15.1] Map generator inconsistent behaviour

I'm playing around with the Map generator window and noticing some inconsistent and/or counterintuitive behaviour. I'll list some of the steps I tested, bolded the behaviour that seems off to me: - Paste a map exchange string - Map seed is filled, resource settings get updated, Preset doesn't move -...
by Boogieman14
Wed Dec 28, 2016 2:36 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 419
Views: 272718

Re: Performance optimization - post your saves

This save has a very noticable hickup every 1 or 2 seconds. It's very likely completely related to Robot Army, but perhaps it'll show an optimization chance in the mod api :)

save: https://www.dropbox.com/s/e17ev1ijvnt67 ... y.zip?dl=0
mods: https://www.dropbox.com/s/vwkfa4876a73q5x/mods.zip?dl=0
by Boogieman14
Wed Dec 21, 2016 8:22 pm
Forum: Resource Spawner Overhaul
Topic: Effective exploration with RSO mod
Replies: 4
Views: 3278

Re: Effective exploration with RSO mod

I used to go running around trying to find patches, nowadays I tend to play with Big Brother to increase radar scanning speed and range, that tends to get me zeroed in on new patches of resources fast enough. Apart from that, I also use Robot Army, send a few early squads out to clear biters and als...
by Boogieman14
Wed Dec 21, 2016 8:18 pm
Forum: Ideas and Suggestions
Topic: Show Non-Researched Items as Locked
Replies: 12
Views: 6347

Re: Show Non-Researched Items as Locked

I feel like youre looking at this through a more experienced lens. I actually think you're doing the exact same. In your case, you (an experienced player) were guiding a new player, introducing her to concepts faster than would've happened in a normal progression. I really don't think your proposed...
by Boogieman14
Wed Dec 21, 2016 4:37 pm
Forum: Technical Help
Topic: Game not loading all the way because of mod
Replies: 6
Views: 1986

Re: Game not loading all the way because of mod

You may need to be a bit more specific than that. What exactly have you tried?
by Boogieman14
Wed Dec 21, 2016 4:12 pm
Forum: Technical Help
Topic: Game not loading all the way because of mod
Replies: 6
Views: 1986

Re: GAME NOT LOADING ALL THE WAY BECAUSE OF MOD!!!!

You can simply delete the mod from the mods directory inside the application directory. Not quite sure which OS you're using, but https://wiki.factorio.com/Application_directory should tell you where to find it. Also, you're probably missing some of the required mods for this particular mod, I think...
by Boogieman14
Wed Dec 21, 2016 10:48 am
Forum: General discussion
Topic: Few personal feelings, and thoughts about new features
Replies: 4
Views: 2281

Re: Few personal feelings, and thoughts about new features

If you want to get a longer running game experience, you can always just get Marathon mod. That'll surely give you quite a few more hours to chew on.
by Boogieman14
Tue Dec 20, 2016 11:09 am
Forum: Resolved Problems and Bugs
Topic: Unexpected error occurred
Replies: 20
Views: 7050

Re: Unexpected error occurred

Please let me know if you find the reason. The reason is basically in Posila's last post. This is very likely a problem with your Windows installation, not with Factorio. Microsoft has been extremely aggressive trying to push Windows 10 to all computers running 7 or 8. What I would guess is, Window...
by Boogieman14
Mon Dec 19, 2016 2:10 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 105407

Re: [0.12.x][v0.12.7] Bob's Enemies Mod

I'm just about starting on automating refining into the various ores, so far I've just been smelting the crushed ores straight into plates, doing a tiny bit of sorting to get things like silicon, gold and aluminium. Desperately need to scale that up :lol: (and then i'm playing without bob's electron...
by Boogieman14
Mon Dec 19, 2016 1:46 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 105407

Re: [0.12.x][v0.12.7] Bob's Enemies Mod

At 82% evolution my Mk1 defensive laser turrets are really struggling to keep the waves under control. Also, with all the splash damage, roughly one lamp blows up every few minutes (I like to have my defensive wall well lit :) ). Also, not sure if it's RSO, Bob's or just base game updates, but I fin...
by Boogieman14
Sun Dec 18, 2016 4:00 pm
Forum: General discussion
Topic: The future of factorio
Replies: 4
Views: 2303

Re: The future of factorio

The record is probably <4 hours for a speedrun. Most veteran players probably carve out all kinds of goals for themselves, stretching the game from anywhere between 20ish to 200+ hours. Then there's a boatload of mods to try, ranging from minor changes to almost complete overhauls of the game, addin...

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