Search found 66 matches

by MageKing17
Thu Apr 04, 2019 8:49 pm
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 23869

Re: Version 0.17.25

I noticed that the personal roboport construction area was still shown when it was toggled off, but I thought it was a feature! I actually used that several times to carefully position to avoid building part of a blueprint before I turned the thing on. :-/ Every change breaks someone's workflow. Br...
by MageKing17
Wed Apr 03, 2019 5:17 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 186519

Re: [0.17.x] Bob's Mods: General Discussion

If that's not the way you want to play, why are you using Rampant at all?
by MageKing17
Fri Mar 29, 2019 5:26 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 134541

Re: [0.17] Please post bugs and balance issues here.

Factorio 0.17.23 fucks up bobpower:
FactorioBot wrote: ↑
Fri Mar 29, 2019 4:57 pm
  • Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".
by MageKing17
Fri Mar 29, 2019 1:26 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214138

Re: Bugs & FAQ

Arch666Angel wrote: ↑
Wed Mar 27, 2019 4:37 pm
The richness issue is another thing that I adressed although changing the resource definition will probably not bring back fields already affected in your saves. But all resource which are freshly generated should be fine.
As a matter of fact, my existing save was fixed. So thanks for that!
by MageKing17
Tue Mar 26, 2019 2:41 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214138

Re: Bugs & FAQ

nagapito wrote: ↑
Mon Mar 25, 2019 10:01 pm
What happened to silicon plates?!

Now, Momo's Tweaks fails to load :(
An unused recipe was commented out; if Momo's Tweaks was relying on it, it should redefine that recipe itself.
by MageKing17
Sun Mar 24, 2019 1:46 pm
Forum: Angels Mods
Topic: Mining speed/rate/outpout, etc
Replies: 12
Views: 4079

Re: Mining speed/rate/outpout, etc

Infinite ore "rates" are all lies, because the code the game is using for that estimate was meant for liquids. Instead, at least using default settings, it produces ore at the same rate as regular finite ore until it drops below 100%, then the percentage becomes the percentage chance of ea...
by MageKing17
Fri Mar 22, 2019 6:54 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 186519

Re: [0.17.x] Bob's Mods: General Discussion

What's the use of the different ires of boilers now? Re: [0.17.x] Bob's Mods: General Discussion A boiler mk1 consumes 1.8MW of fuel to produce 1,8MW of energy. A boiler mk2 consumes 3.6MW of fuel to produce 3.6MW of energy. So mk2 replaces 2 mk1 of each. But it's far cheaper to build 2 mk1. So unl...
by MageKing17
Fri Mar 22, 2019 6:22 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 186519

Re: [0.17.x] Bob's Mods: General Discussion

What's the use of the different ires of boilers now? Re: [0.17.x] Bob's Mods: General Discussion A boiler mk1 consumes 1.8MW of fuel to produce 1,8MW of energy. A boiler mk2 consumes 3.6MW of fuel to produce 3.6MW of energy. So mk2 replaces 2 mk1 of each. But it's far cheaper to build 2 mk1. So unl...
by MageKing17
Fri Mar 22, 2019 4:25 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59566

Re: [MOD 0.15.15+] FNEI 0.2.2

FactorioBot wrote: ↑
Thu Mar 21, 2019 7:49 pm
Scripting
  • Added LuaControl::open_technology_gui(technology) which will open the technology GUI and select the given technology.
Time to get rid of TechHook.show_tech()?
by MageKing17
Fri Mar 22, 2019 4:17 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 134541

Re: [0.17] Please post bugs and balance issues here.

Hey Bob: I was giving your mods a shot, and was frustrated that the reach seems to be so much less than what I'm now used to in 0.17. After investigating (weirdly, I couldn't find anyone complaining about this already), I found that the values in the "character classes" mod (https://mods....
by MageKing17
Mon Mar 18, 2019 8:29 pm
Forum: Releases
Topic: Version 0.17.14
Replies: 30
Views: 19329

Re: Version 0.17.14

Don't get me wrong, I love the entire blueprint thing. One of my favorite features of the game. I just hate how, once I use one, its like its stuck to my fingers. Then, in my ignorance, I end up with a bunch of copies of it everywhere before I figure out how to git rid of it. The deconstruction one...
by MageKing17
Sun Mar 10, 2019 10:26 am
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65112

Re: Friday Facts #284 - 0.17 experimental

Is the new fluid system already included in 0.17.8? In particular I'm missing the tooltip information that was described in fff-274. The lack of flow rate information in the current build makes it difficult to properly plan the fluid logistics. There is the wiki of course - https://wiki.factorio.co...
by MageKing17
Sun Mar 10, 2019 10:16 am
Forum: Ideas and Suggestions
Topic: Change Factorio's numeric versionning system
Replies: 38
Views: 8413

Re: Version 0.17.8

Also factorio does not use semver, as semver would require that all 0.x.y savegames are openable with all 0.x.y game versions, which obviously is not the case. Weird how you completely missed that the point of 0.x.y verions is that they don't have a stable public API. Especially odd, given that the...
by MageKing17
Fri Mar 08, 2019 12:33 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 186519

Re: [0.17.x] Bob's Mods: General Discussion

One quirk is also how Bob's Adjustable Inserters seems responsible for the GUI, keyboard shortcuts, and extra researches ; While Bob's Logistics seems to be responsible for the Inserter Overhaul option. BTW, if you have Bob's Logistics and turn on Inserter Overhaul, but do not have Bob's Adjustable...
by MageKing17
Wed Mar 06, 2019 9:49 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214138

Re: Bugs & FAQ

I'm using all available updated Bob's/Angel's and I can't seem to find a way to craft Silicon Wafers. They have "Mono Silicon" as an ingredient and the What's It Used For mod can't find a recipe to make Mono Silicon. I don't know if this is an Angels bug or a Bobs Bug, so I'm posting in b...
by MageKing17
Wed Mar 06, 2019 5:18 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214138

Re: Bugs & FAQ

I'm using all available updated Bob's/Angel's and I can't seem to find a way to craft Silicon Wafers. They have "Mono Silicon" as an ingredient and the What's It Used For mod can't find a recipe to make Mono Silicon. I don't know if this is an Angels bug or a Bobs Bug, so I'm posting in b...
by MageKing17
Tue Mar 05, 2019 12:34 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 134541

Re: [0.17] Please post bugs and balance issues here.

All laser rifle batteries currently deal the same amount of damage (10, plus bonuses), meaning the more expensive versions are a waste of resources.
by MageKing17
Sat Mar 02, 2019 3:00 am
Forum: General discussion
Topic: Game Sounds, LaserT, Worms and Alert
Replies: 29
Views: 7079

Re: Game Sounds, LaserT, Worms and Alert

EDIT : Like this ? :mrgreen: https://www.youtube.com/watch?v=hDlif8Km4S4 Definitely took inspiration from one of my favourite features in one of my favourite games. https://www.youtube.com/watch?v=48zJZ5nAVD0 Aww, and I believed that they thought of it on their own... Look at the date on the origin...
by MageKing17
Fri May 11, 2018 10:16 pm
Forum: Bob's mods
Topic: Classes + Extra bodies
Replies: 58
Views: 29805

Re: Classes + Extra bodies

Trying to switch bodies on different surfaces causes a crash.
by MageKing17
Tue Apr 24, 2018 12:20 am
Forum: Angels Mods
Topic: Any way to use slag, without needing oil research
Replies: 7
Views: 7200

Re: Any way to use slag, without needing oil research

Slag to crushed stone, crushed stone to mineralized water.

Go to advanced search