Search found 1096 matches

by Peter34
Mon Aug 14, 2017 12:16 am
Forum: Ideas and Suggestions
Topic: Add a progress bar for "Check for updates" under mods
Replies: 9
Views: 1626

Add a progress bar for "Check for updates" under mods

As it is now, I click the button, and then Factorio freezes. For a number of seconds. An unknown number of seconds. Might be 3. Might be 30. Or 50. I get no information about the progress of this process. When it's finished, I get no formal notification whatsoever. I have to manually notice that the...
by Peter34
Sat Jun 24, 2017 2:55 pm
Forum: Mods
Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
Replies: 120
Views: 29120

Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause

What I'd really like is a variant of this mod, that isn't based on the Tool Belt, but instead auto-crafts certain Intermediate items whenever they fall below a certain threshold value. Say, 100 Electric Circuits, 100 Pipe, 200 Gear Wheel, and nothing else. Especially for the early game. Even in the ...
by Peter34
Tue Jun 20, 2017 11:26 pm
Forum: Technical Help
Topic: How do I do mod portal password reste?
Replies: 2
Views: 712

Re: How do I do mod portal password reste?

From what I understand, it uses single signon with the website login system, so you reset your password through there (here: https://www.factorio.com/request-password-reset). It worked, thanks! Using just that one link, I was able to my account, which is the same both for these Forums (where the sy...
by Peter34
Sun Jun 11, 2017 8:31 am
Forum: General discussion
Topic: too lazy to explore
Replies: 21
Views: 5232

Re: too lazy to explore

BLuehasia wrote:get mods like big brother mod
Yes. This mod actually feels balanced to use. You have to research improvements step by step, and each improvement makes the Radars consume more power.
by Peter34
Wed Jun 07, 2017 1:22 pm
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 6512

Re: [MOD 0.15] Bluebuild rewritten

Great mod. I just used it for the first time today and I'm hooked. Is there a way to get a list of ghosts missing items, like with bots? It's hard sometimes to know which items I'm missing in my inventory when plopping down big (or several small) blueprints. Some kind of "missing item" al...
by Peter34
Fri May 26, 2017 8:01 pm
Forum: Mods
Topic: [MOD 0.17.x] Agent Orange
Replies: 41
Views: 31528

Re: [MOD 0.15.x] Agent Orange

Agent Orange capsules (and Flare Grenades) are working fine now, after the 2nd patch today.
by Peter34
Fri May 26, 2017 4:58 pm
Forum: Mods
Topic: [MOD 0.17.x] Agent Orange
Replies: 41
Views: 31528

Re: [MOD 0.15.x] Agent Orange

orzelek wrote:Please wait for 0.15.15 that should be in progress now.
Poison capsules crash game now so argent one would be the same I think.
That sounds amazingly plausible!
by Peter34
Fri May 26, 2017 4:18 pm
Forum: Mods
Topic: [MOD 0.17.x] Agent Orange
Replies: 41
Views: 31528

Re: [MOD 0.15.x] Agent Orange

I've just verified that the problem is Agent Orange, rather than a conflict between it and some other mod, or a random glitch from another mod that just happend to coincide, twice, with me throwing a capsule. I disabled all mods, except Agent Orange, your Flares mod, and a personal mod I've made tha...
by Peter34
Fri May 26, 2017 4:06 pm
Forum: Mods
Topic: [MOD 0.17.x] Agent Orange
Replies: 41
Views: 31528

Re: [MOD 0.15.x] Agent Orange

After updating to 0.15.14, I get a crash whenever I throw an Agent Orange. Happened to me twice, within minutes. First time I threw a few capsules, so I thought maybe the crash was due to something happening when the Agent Orange effect ends, but 2nd time around, the crash happened much sooner, afte...
by Peter34
Sat May 20, 2017 3:53 pm
Forum: Gameplay Help
Topic: Destroying Blueprint Books and Blueprints (Blueprints Tab)
Replies: 3
Views: 1296

Re: Destroying Blueprint Books and Blueprints (Blueprints Tab)

Sorry if this has been addressed before or if it's a known bug, but I'd like to learn how to destroy blueprints and blueprint books under "My Blueprints" in the 0.15 Blueprint Tab. I can add them in, but cannot overwrite existing ones or remove them from the list. I also cannot edit them ...
by Peter34
Sat May 20, 2017 3:33 pm
Forum: Technical Help
Topic: How do I do mod portal password reste?
Replies: 2
Views: 712

How do I do mod portal password reste?

I can't seem to find where to do a Mod Portal password reset/request.

My forum login works fine, and I use Steam to update the game, it's just my Mod Portal login that is giving me trouble.

How? Why?
by Peter34
Fri May 19, 2017 10:38 pm
Forum: Mods
Topic: [0.15] Reactor Interface
Replies: 13
Views: 3106

Re: [0.15 Reactor Interface

Very nice! I'm quite surprised this was not a vanilla feature to begin with! Me too. I just took for absolute granted that once I progressed to the Fission Era of Tech, I'd be able to wire up my Reactors. However, the OP talks about the potential for using wires to shut down or pause fission, and I...
by Peter34
Fri May 19, 2017 10:34 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 52899

Re: [MOD 0.14.x] Bottleneck

I will add an option to set ok to off :) Please do. The whole "no green lights, only show light if there's a problem" was a feature I didn't know I wanted. Sounds like a good option. I wonder whether it should be also be optional to show yellow lights, since it's really only red lights th...
by Peter34
Fri May 19, 2017 10:31 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 86929

Re: Friday Facts #191 - Gui improvements

When I craft a nuclear reactor (or a anything that I build not so often ), having it auto placed in the tool bar is very convenient. I don't have to open the full inventory to quickly place it. Also, I don't want to waste a slot in the bar by locking it to such a rare building. Someone suggested an...
by Peter34
Fri May 19, 2017 10:24 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 86929

Re: Friday Facts #191 - Gui improvements

These are all really fantastic. As for F1 etc on laptops, people can rebind if desired. Sure, but more and more people play on laptops these days, and Factorio's default keybindings should be such that the game is immediately playable. Notice for instance how all the important keys are close to the...
by Peter34
Fri May 19, 2017 10:20 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 86929

Re: Friday Facts #191 - Gui improvements

I'm all in favour of this proposed change. But. 1. I think there should be 2x12 hotkeys, instead of only 2x10. 1b. Currently, the toolbar slots are accessed via the keys 1 - 5 and Shift 1 - 5 , but I've always re-arranged these to be accessed via 1 - 0 . The 2 extra slots would be accessed via the k...
by Peter34
Thu May 18, 2017 6:06 pm
Forum: Gameplay Help
Topic: 1 red underground costs 40 gear wheels
Replies: 17
Views: 3838

Re: 1 red underground costs 40 gear wheels

Heh. I'm of the thought that a lot of recipes that take 0.5 seconds should really take a lot longer. That said, yes, while max speed is important for, say, red belts, you don't need anywhere near that many tunnels. True. It's not actually important that it takes 0.5s to produce a Red UnderThingie, ...
by Peter34
Thu May 18, 2017 10:40 am
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 6512

Re: [MOD 0.15] Bluebuild rewritten

There's a bug report in the mod portal. And it looks similar, as I recall, to a bug I got last evening, presumbly also from your mod.

I know from Ranakastrasz, or however you spell it, that mod makers are not automatically notified about mod portal sub-forum posts.
by Peter34
Thu May 18, 2017 12:37 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 73564

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

i thought nixie tube mod was dead. :| The mod is very much alive - it gets fairly regular updates on the modportal, which is where you should be looking for mods. The mod forum is dead though! (notice there is no longer a "current mods" section, and this thread is in the ancient 0.12 sect...
by Peter34
Wed May 17, 2017 7:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 73564

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Sorry, but why do I have to go to the GitHub website to see what the recent changes are? That's not a friendly website. The mobile display also doesn't work, so I have to actively switch it to desktop mode, before I can easily see anything resembling a changelog. Please document your changes in a mo...

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