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by Illiander42
Fri Nov 15, 2019 8:01 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 480238

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: 60175

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: 10098

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: 1897

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 ...
by Illiander42
Fri Jul 26, 2019 6:01 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 396560

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 different ...
by Illiander42
Tue Jul 23, 2019 9:52 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 294951

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 trains ...
by Illiander42
Tue Jul 23, 2019 4:51 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 294951

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 ...
by Illiander42
Tue Jul 23, 2019 5:58 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 294951

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 ...
by Illiander42
Mon Jul 22, 2019 5:52 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 294951

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. You're ...
by Illiander42
Mon Jul 22, 2019 6:26 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 294951

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 ...
by Illiander42
Sun Jul 21, 2019 10:06 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 294951

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 ...
by Illiander42
Sun Jul 21, 2019 9:01 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 294951

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: 70989

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 can't ...
by Illiander42
Sun Jul 07, 2019 3:58 pm
Forum: Pending
Topic: [0.17.52] Loading mods stops at 87%
Replies: 4
Views: 1373

Re: [0.17.52] Loading mods stops at 87%

Downgraded my version, updated my mods, updated my version and it seems to work again.
by Illiander42
Sun Jun 30, 2019 4:32 pm
Forum: Pending
Topic: [0.17.52] Loading mods stops at 87%
Replies: 4
Views: 1373

[0.17.52] Loading mods stops at 87%

When trying to start Factorio, the loading screen stops at 87%.

I have a lot of mods installed (and things like Rampant, Bob's Enemies and NE all with their variations turned up), but since I haven't been able to load the game, I haven't been able to trim down the list to find which mod or setting ...
by Illiander42
Sun May 05, 2019 7:35 am
Forum: Bob's mods
Topic: Rails don't need bronze, but are gated behind bronze tech
Replies: 14
Views: 5750

Re: Rails don't need bronze, but are gated behind bronze tech

In pure Bob's it isn't too bad, since gas venting is only a couple of techs away (but storage tanks needs logistic science). In Angel's it is a much bigger annoyance, since venting is behind gas processing (tho you can get the small tanks with just red science they require steel). It changes the ...
by Illiander42
Thu May 02, 2019 12:59 am
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 30
Views: 41474

Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.12

How does this interact with Bob's Warfare?
by Illiander42
Mon Mar 25, 2019 9:52 pm
Forum: Won't implement
Topic: Allow modification of rail block connections the pathfinder sees
Replies: 6
Views: 2685

Re: Allow modification of rail block connections the pathfinder sees

Rseding91 wrote: Mon Mar 25, 2019 8:03 pm I don't see this as ever being feasible with how the train system works.
Train tunnels, or letting modders have access to the rail block tree?
by Illiander42
Mon Mar 25, 2019 2:29 pm
Forum: Won't implement
Topic: Allow modification of rail block connections the pathfinder sees
Replies: 6
Views: 2685

Allow modification of rail block connections the pathfinder sees

This is (primarily) for the Train Tunnels mod.

It would be really useful to be able to tell the train pathfinder that two rail blocks (possibly on different surfaces) are to be treated as though they are connected, even though they're not next to each other.
by Illiander42
Mon Mar 25, 2019 2:16 pm
Forum: General discussion
Topic: Pollution on RIBBON world
Replies: 11
Views: 5959

Re: Pollution on RIBBON world

mrvn wrote: Mon Mar 11, 2019 12:08 pmchunks could have a setting for being pollutable. This would allow more flexibility than just checking the map size.
This would be a wonderful thing.

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