Search found 1529 matches

by Pi-C
Sat Apr 06, 2019 12:00 pm
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 21156

Re: Version 0.17.25

I've seen texts by sober people (native speakers as well as others) that were much badder worse. :-D LOL you got me. Am I fired then, as a native speaker of English and proofreader? :P Fire you? That would be too drastic! The thing is, in our profession (native speaker of German here, working as pr...
by Pi-C
Sat Apr 06, 2019 10:41 am
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 21156

Re: Version 0.17.25

A. I'm very, very drunk. I got a bad review at work and I should not be posting anything online at all in this condition. B. I highly recommend Sambucca. That wasn't very relevant, so let me try this... If you want to ban multiples of a single ingredient (as input or as output,) in a recipe... isn'...
by Pi-C
Fri Apr 05, 2019 9:45 am
Forum: Mods
Topic: [MOD 0.15] Junk Rails
Replies: 9
Views: 3575

Re: [MOD 0.15] Junk Rails

Nice to see you're working on it! When the other mod is ready, could you add an optional dependency on it to Junk Train? That way, we wouldn't miss that Train Speed Limiter has been released for 0.17. Also, while I'm at it: The mod is called "Junk Train". The first research it makes access...
by Pi-C
Fri Apr 05, 2019 6:32 am
Forum: Mods
Topic: [MOD 0.15] Junk Rails
Replies: 9
Views: 3575

Re: [MOD 0.15] Junk Rails

From the mod's page:
Without Train Speed Limiter junk rails are the same as normal rails, so the cheaper rails, stops and signals are somewhat of a cheat.
Will you also update the other mod? I like the idea of very early trains, but don't want to cheat too much. :-)
by Pi-C
Thu Apr 04, 2019 6:11 am
Forum: Gameplay Help
Topic: Damage numbers on weapons
Replies: 3
Views: 834

Re: Damage numbers on weapons

I've tried to find an answer to this by searching, and failed. On the laser turret, it says the shooting speed is 3 + 0.9/sec . What does that mean? 3 shots when an enemy comes in range, then a shot every 1.11 seconds? It says the damage is 20 + 8 Laser. What does that mean? 20 physical damage plus...
by Pi-C
Mon Apr 01, 2019 10:21 pm
Forum: Reika's Mods
Topic: RubberBelts - Easier belt laying in the early game without substantially changing progression
Replies: 12
Views: 6046

Re: RubberBelts - Easier belt laying in the early game without substantially changing progression

You've got a point there. Then again, you already did something like that for Bob's mods, apparently . There is a mod called "What is it really used for?" that shows the recipe for resin from Rubber Belts and Bio Industries. Without knowing a thing about modding Factorio, I naively assume ...
by Pi-C
Sun Mar 31, 2019 6:06 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 33593

Re: Version 0.17.23

While the devs clearly put a lot of effort into migrating old saves and trying to maintain some semblance of backward compatibility, there are times when they screw the pooch. Completely OT: I was unfamiliar with the phrase "screw the pooch" (English is not my first language), so I search...
by Pi-C
Fri Mar 29, 2019 2:18 pm
Forum: Reika's Mods
Topic: RubberBelts - Easier belt laying in the early game without substantially changing progression
Replies: 12
Views: 6046

Re: RubberBelts - Easier belt laying in the early game without substantially changing progression

Bio Industries has two recipes for resin. With your mod installed, I see these under the "Bio Industries" tab, and one (which has the same ingredients as the first from Bio Industries, but yields more) under "Intermediate products". Could you remove the recipe "1 wood --> 3 ...
by Pi-C
Fri Mar 29, 2019 1:11 pm
Forum: Releases
Topic: Version 0.17.22
Replies: 5
Views: 7565

Re: Version 0.17.22

FactorioBot wrote:
Fri Mar 29, 2019 12:44 pm
  • Fixed that the reset queue would reset if the the game window is resized whilst the technology GUI is open. (68607)
I don't have a reset queue! Do I have to research it? :-D
by Pi-C
Fri Mar 29, 2019 6:50 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 41604

Re: Changelog tutorial

badtouchatr wrote:
Fri Mar 29, 2019 6:14 am
I've found another picky requirement of the changelog parser:
Thanks! I've included that information.
by Pi-C
Sat Mar 23, 2019 4:09 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 41604

Re: Changelog tutorial

Thank you, updated!
by Pi-C
Sat Mar 23, 2019 3:18 pm
Forum: Not a bug
Topic: spelling error
Replies: 1
Views: 696

Re: spelling error

AnarCon wrote:
Sat Mar 23, 2019 3:09 pm
i belive its spelled Breaking, small error i know but still... devil is in the details ;) :D
No, "braking" is correct; it's what you do with "brakes": decelerate -- make something slower or let it even fully stop.
by Pi-C
Sat Mar 23, 2019 11:56 am
Forum: Not a bug
Topic: Game Crash
Replies: 1
Views: 487

Re: Game Crash

Kloozy wrote:
Sat Mar 23, 2019 11:39 am
So I was raiding a biter nest and my game froze and the grid overlay popped up at that same moment.
Looks like you accidentally paused the game. SHIFT+SPACE is the default mapping for toggling pause mode. If that doesn't work, check what control it is set to.
by Pi-C
Sat Mar 23, 2019 9:25 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.17] Can't import map exchange string
Replies: 6
Views: 3114

Re: [Oxyd] [0.17.17] Can't import map exchange string

I went back to 0.17.14. In that version, CTRL and ALT still work as expected. That changed with the update to 0.17.15. Looking at the changelog for 0.17.15, there are two bugfixes that might be responsible: Fixed that keys blocked by textfield didn't include CONTROL + A (to select all), the same way...
by Pi-C
Fri Mar 22, 2019 3:51 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.17] Can't import map exchange string
Replies: 6
Views: 3114

Re: [0.17.17] Can't import map exchange string

Well, I'll be … Seems it doesn't have to do with the map generator at all -- it's the same old, mysterious behavior that I already had in 0.16.51, where under Settings-->Controls I couldn't use CTRL, and only SHIFT+ALT, not ALT alone. It was gone with the first release of 0.17, but now it seems to h...
by Pi-C
Fri Mar 22, 2019 3:24 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.17] Can't import map exchange string
Replies: 6
Views: 3114

Re: [0.17.17] Can't import map exchange string

Well that's bizzare. Needless to say, I can't reproduce that. Did you have Factorio running in full-screen or windowed? How did you switch between Factorio and the editor? Which key combination, if any. After switching back, can you still type in the import window? I'm thinking that maybe Factorio ...
by Pi-C
Fri Mar 22, 2019 10:14 am
Forum: Ideas and Suggestions
Topic: Enhancing mod manager GUI
Replies: 2
Views: 838

Enhancing mod manager GUI

I have two suggestions to improve (IMHO at least) the mod manager GUI: For mods that aren't installed locally (tab "Install"): What: Add a column "Author" to the existing "Version", "Downloads", "Trending", and "Last updated". Why: Sometime...
by Pi-C
Fri Mar 22, 2019 1:06 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.17] Can't import map exchange string
Replies: 6
Views: 3114

[Oxyd] [0.17.17] Can't import map exchange string

I first noticed this problem yesterday in 0.17.16, but it also happens in the current version: I deactivated all mods and restarted Factorio. Started a new game. In the map generator, I clicked on "Import map exchange string". Window opened; clicking into it, I can type any text. For testi...
by Pi-C
Thu Mar 21, 2019 10:11 pm
Forum: Ideas and Suggestions
Topic: [Train GUI] Circuit condition progress bar
Replies: 30
Views: 4913

Re: [Train GUI] Circuit condition progress bar

The copper progress bar is correctly showing 0 of 1K loaded in the cargo wagon. Please explain. Why showing copper as 0 is correct while the iron is showing 50% progress? Conditions are exactly the same. There is no copper in the cargo wagon. Add a stack of copper and see what happens. Actually, Dr...

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