Search found 103 matches

by EstebanLB
Wed Mar 06, 2019 6:56 pm
Forum: Releases
Topic: Version 0.17.6
Replies: 29
Views: 21218

Re: Version 0.17.6

FactorioBot wrote: ↑
Tue Mar 05, 2019 5:17 pm
We're having problems with our automatic updater at the moment, so please use Steam, or download the full installation at http://www.factorio.com/download/experimental.
What about GOG players?
by EstebanLB
Thu Feb 28, 2019 3:27 pm
Forum: Outdated/Not implemented
Topic: Inserter Limit?
Replies: 11
Views: 18801

Re: Inserter Limit?

I also ran in to this issue; as others have said it's there for a good reason, but having to run around and collect all my science packs manually every 2 minutes is really annoying. Thinking about it, I'm not sure there's a great solution - even if we had a setting on each arm that told it to keep ...
by EstebanLB
Thu Feb 28, 2019 3:21 pm
Forum: Outdated/Not implemented
Topic: Reorder crafting
Replies: 8
Views: 4106

Re: Reorder crafting

Sometimes you are crafting at item that takes a long time to craft (like a module or a robot frame) and then you run out of something. You have to cancel the module to craft the other items; losing all progress on the module. What I propose is for the player to be able to hold down LMB on currently...
by EstebanLB
Thu Feb 28, 2019 2:30 pm
Forum: Outdated/Not implemented
Topic: Change landfilled area texture to something more gravel-like
Replies: 5
Views: 2073

Re: Change landfilled area texture to something more gravel-like

Rseding91 wrote: ↑
Thu Feb 28, 2019 12:54 am
Thanks for the suggestion but: no.
Will it be hard to mod it myself? I have very little knowledge of LUA, if that is required
by EstebanLB
Wed Feb 27, 2019 6:21 pm
Forum: Ideas and Suggestions
Topic: Swap input on chemical factory
Replies: 73
Views: 39045

Re: Swap input on chemical factory ☸

Does anyone knows a mod that does this? Allow refineries to take any required fluid from any input slot
by EstebanLB
Wed Feb 27, 2019 5:40 pm
Forum: Implemented Suggestions
Topic: Walking on Belts (New Power Armor module)
Replies: 20
Views: 11262

Re: Walking on Belts (New Power Armor module)

Ha! look the suggestion I found lying arround in the forum, implemented!
by EstebanLB
Wed Feb 27, 2019 2:43 pm
Forum: Outdated/Not implemented
Topic: Change landfilled area texture to something more gravel-like
Replies: 5
Views: 2073

Change landfilled area texture to something more gravel-like

Haging super green patch of land that was just filled with stone seems a little off. Why don't you change it to something that resembles a stony material, like gravel or some sterile dirt, IDK, but not super green grass!
by EstebanLB
Wed Jan 30, 2019 2:36 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209353

Re: Friday Facts #266 - Cleanup of mechanics

Sorry for raising this old thread, but I've just read this FFF and got some ideas. 1) Hardness, Mining power. Production already has "time XXs" and "speed XX" parameters. Why miners will have "speed XX/s" and "time XX%" instead of the same format? 2) It's vee...
by EstebanLB
Fri Jan 18, 2019 9:13 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65597

Re: Friday Facts #278 - The new quickbar

While some initial playtesting shows that most things are stable, we have yet to have our typical office-wide week/fortnight of playtesting and tweaking. Inevitably things that we need to solve will come up during this playtesting, so it would be unwise to release before it is complete. Hey, here's...
by EstebanLB
Fri Jan 18, 2019 6:54 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65597

Re: Friday Facts #278 - The new quickbar

Sounds nice. Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking? keys 1 to 0 will pick the item in the slots of the top selected page. Shift + 1 to Shift + 0 will change the the top selected page. Many of us are not going to be happy with that change. I will stick to...
by EstebanLB
Thu Jan 17, 2019 8:34 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209353

Re: Friday Facts #266 - Cleanup of mechanics

Possible fix would be a "Garbage Requester Chest", which you could place on railroad tracks... I was thinking on something separate from the logistic system, and bindable with a hotkey and the like. At the begining, the pistol, old chests, burner machines and so on are discarded with frec...
by EstebanLB
Wed Jan 16, 2019 1:14 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209353

Re: Friday Facts #266 - Cleanup of mechanics

Another item that really needs to go is the iron chest. The wood chest can be produced in surpluss because you can use the excedent as fuel when you can build steel chests, and steel chests are not only last tier, they are aslo used in logistic chests as part of the recipe. SO I avoidn iron chests ...
by EstebanLB
Tue Jan 15, 2019 7:57 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209353

Re: Friday Facts #266 - Cleanup of mechanics

Another item that really needs to go is the iron chest. The wood chest can be produced in surpluss because you can use the excedent as fuel when you can build steel chests, and steel chests are not only last tier, they are aslo used in logistic chests as part of the recipe. SO I avoidn iron chests e...
by EstebanLB
Tue Mar 06, 2018 12:33 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 89365

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control

Hello, any chance to review the pump recipes? in 0.16 an engine unit is needed for vanilla pump. Can you adjust your pumps to mach that dificulty/tier/level/whatever ?
You can make them require a vanilla pump, or just the engine unit
by EstebanLB
Thu Feb 15, 2018 12:00 am
Forum: General discussion
Topic: Flamethrower ammo for turrets
Replies: 15
Views: 8127

Re: Flamethrower ammo for turrets

Zavian wrote:If you want to supply them with oil in barrels it is trivial to setup an a nearby assembler as an unbarreler.
That what I said in the OP
by EstebanLB
Wed Feb 14, 2018 5:01 pm
Forum: General discussion
Topic: Flamethrower ammo for turrets
Replies: 15
Views: 8127

Flamethrower ammo for turrets

I don't now if this discussion existed and was put down already or not, the search didn't bring anything. Why were the flame turrets created with only direct feed of oill-products by pipes in mind? What about using flamethrower ammo that exists already or even just filled barrels of such oil-product...
by EstebanLB
Tue Jul 11, 2017 5:38 pm
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9258

Re: [MOD 0.14_0.15] Subterrain

KroshkaRoo wrote:I killed some time for this. But!
This is it. What I would like to see in the game. Subterrain_modified_0.1.1 for Factorio 0.15: https://yadi.sk/d/kk2kspIW3KxP3t
Works perfect for my game.
All credits to namek and Gangsir
Awesome! I'll test it later and send feedback if I find something
Thanks!
by EstebanLB
Fri May 19, 2017 5:32 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149424

Re: Friday Facts #191 - Gui improvements

By all means, please introduce all those UI and UX changes! They are REALLY needed, but dont forget about combat robot info in the character UI!
by EstebanLB
Thu May 18, 2017 11:15 pm
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9258

Re: [MOD 0.14] Subterrain

How come this feature is not in vanilla? Fixed cost underground belt and pipes makes no sense!!!
by EstebanLB
Sat May 06, 2017 2:44 pm
Forum: Not a bug
Topic: [0.15.7] Map generated with no oil near spawn
Replies: 2
Views: 1110

Re: [0.15.7] Map generated with no oil near spawn

Loewchen wrote:It is likely, but nothing guarantees you to have oil in the spawn area. You can see instantly if there is some when starting the map, so just restart it if you find it to be not to your liking.
I thought is was guaranteed like the other resources. But now that you mention it, I like that challenge!

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