Search found 545 matches
- 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?
- 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?
- 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?
Or at least didn't break it?
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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!
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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 ...
- 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?
- 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
Train tunnels, or letting modders have access to the rail block tree?Rseding91 wrote: Mon Mar 25, 2019 8:03 pm I don't see this as ever being feasible with how the train system works.
- 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.
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.
- Mon Mar 25, 2019 2:16 pm
- Forum: General discussion
- Topic: Pollution on RIBBON world
- Replies: 11
- Views: 5959
Re: Pollution on RIBBON world
This would be a wonderful thing.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.