Search found 92 matches

by Illiander42
Sat Jan 04, 2020 2:09 pm
Forum: Modding help
Topic: Modding a mod - reverting a change to vanilla name
Replies: 6
Views: 541

Modding a mod - reverting a change to vanilla name

I'm putting together a "bridging"/compatibility mod to make a few of my favourite mods work more smoothly together, and I find I need to revert the name change one of them made to a vanilla item. There isn't an entry for it in localisations in the mod that changes it, and trying "Data...
by Illiander42
Wed Jan 01, 2020 11:57 am
Forum: Questions, reviews and ratings
Topic: Tame Biters for an army
Replies: 3
Views: 724

Re: Tame Biters for an army

Natural Evolution has some stuff that lets you breed tame biters, and also has "conversion" ammos.
by Illiander42
Wed Dec 25, 2019 7:36 pm
Forum: Not a bug
Topic: [Twinsen] New Tooltips don't show entity HP anymore
Replies: 2
Views: 512

[Twinsen] New Tooltips don't show entity HP anymore

Ever since the new tooltips cam out, you can't see how many HP anything has without building it anymore.
by Illiander42
Tue Dec 17, 2019 4:46 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 58
Views: 8227

Combinators EACH able to differentiate between red and green inputs

When working with things like LTN, where you have a large number of different signals on the same wire, sometimes you want to filter out a selection of signals. What I think would be a really simple (and powerful) way of doing this would be to have a way for arithmetic and decider combinators to say...
by Illiander42
Tue Dec 10, 2019 2:56 am
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 34224

Re: [MOD 0.13] Armageddon - nice little disasters

Any chance this can update to 0.17?
by Illiander42
Fri Nov 15, 2019 9:14 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188767

Re: [MOD 0.17] Industrial Revolution

In my quest to make IR and Space Exploration work together, would it be possible to tell me where to go to say "exclude this product from this recipe from the tech tree rebuild search"?
by Illiander42
Fri Nov 15, 2019 8:53 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 377
Views: 164155

Re: [0.17+] Space Exploration WIP

I know this is still early stages atm, but if you need a vaguely programmer-competent tester for Industrial Revolution compatibility, I'd love to volunteer. I just need to figure out how to get them to load together atm. Oil Processing apparently needs space biochem, which needs oil processing. But ...
by Illiander42
Fri Nov 15, 2019 8:01 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188767

Re: [MOD 0.17] Industrial Revolution

Is someone working on a Space Exploration compatibility mod, or is it just a wild west atm?
by Illiander42
Sat Oct 26, 2019 12:59 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 21206

Re: Friday Facts #318 - New Tooltips

Lets not forget the multi-output recipes in all this, shall we?
by Illiander42
Sat Oct 26, 2019 12:55 pm
Forum: Mods
Topic: [MOD 0.18] Multi-Product Recipe Details 0.18.1
Replies: 19
Views: 4340

Re: [MOD 0.17] Multi-Product Recipe Details 0.17.3

Please tell me that the latest patch (0.17.73) ascended this mod?

Or at least didn't break it?
by Illiander42
Fri Aug 30, 2019 8:31 pm
Forum: Ideas and Suggestions
Topic: Toggle for Copy/Paste saving station names
Replies: 2
Views: 407

Toggle for Copy/Paste saving station names

TL;DR There should be a settings-level toggle so that when Copying a station, it doesn't copy the station name. What ? Currently, when using the copy&paste functionality, the station names are saved and used. This is the opposite behaviour to normal blueprints, which do not include station name...
by Illiander42
Fri Jul 26, 2019 6:01 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 109670

Re: Friday Facts #305 - The Oil Changes

The Oil Changes: Too bad you seem locked in to this. Pushing back construction bots is not a "fun" change. The suggestion made by the user last week, to have Basic Oil Tech produce Heavy Oil only which must then must be cracked down, was the most elegant solution. You learn about the diff...
by Illiander42
Tue Jul 23, 2019 9:52 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83865

Re: Friday Facts #304 - Small bugs; Big changes

Ok, new players might find a use for it, but hoping people make something potentially useless & easily dismissable just because they're forced to spend a resource isn't good game design. I usually have enough coal to last me until I get solars & electric furnaces (& nuclear fuel for tra...
by Illiander42
Tue Jul 23, 2019 4:51 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83865

Re: Friday Facts #304 - Small bugs; Big changes

I still don't quite understand why do so many people think the oil change simplifies/dumbs down the game in any way. Sure, it makes the start of oil simpler Read what I quoted again. And then realise that they are just pushing the big step farther up the staircase (and making it taller) rather than...
by Illiander42
Tue Jul 23, 2019 5:58 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83865

Re: Friday Facts #304 - Small bugs; Big changes

I don't think anyone would care if logi bots are pushed behind blue science. At the end of the day, they're just a different type of belt. But construction bots let you automate something new . They're the biggest paradigm shift in the game, and where the early game ends. I'm a big believer in givin...
by Illiander42
Mon Jul 22, 2019 5:52 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83865

Re: Friday Facts #304 - Small bugs; Big changes

Here's another take on the whole thing: There are moments when playing Factorio where you go "Wow! That changes Everything!" They tend to be around the time when you learn how to automate something new. When you start, you're mining ore by hand, smelting it, and making things out of it. Yo...
by Illiander42
Mon Jul 22, 2019 6:26 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83865

Re: Friday Facts #304 - Small bugs; Big changes

Another reason why the oil change is bad: Set up a line of refineries, all next to each other. Run a solid pipe all along each side of the line. The new recipe encourages this. Try to change the recipe to advanced refining. **You won't be allowed to!** You'll get a random message about not allowing ...
by Illiander42
Sun Jul 21, 2019 10:06 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83865

Re: Friday Facts #304 - Small bugs; Big changes

What about BOP only yielding HO and LO in addition with basic (waterless) cracking repices. This would show new players quite directly how oil processing and products are suppose to be done from the beginning, by forcing them to set it up in the first place. Getting PG from LO somewhat comparable o...
by Illiander42
Sun Jul 21, 2019 9:01 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83865

Re: Friday Facts #304 - Small bugs; Big changes

Please, Please, Please don't do that to the oil recipe!
by Illiander42
Tue Jul 16, 2019 6:31 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 28007

Re: [MOD 0.17] Deadlock's Crating Machine

"More Accurate Player Size Compared to Vehicles" is a mod that does 90% of what squeak through does, as far as I can see. Seems to work by making the player BB smaller. Also, I have a bug when I use version 1.5.0 or later of crating with 0.0.4 or later of Bob's intergrations . Complains it...

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