Search found 1529 matches
- 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...
- 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'...
- 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...
- 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: 
Will you also update the other mod? I like the idea of very early trains, but don't want to cheat too much.Without Train Speed Limiter junk rails are the same as normal rails, so the cheaper rails, stops and signals are somewhat of a cheat.
- 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...
- Wed Apr 03, 2019 6:00 am
- 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
Having that as an option would be perfect! 
- 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 ...
- 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...
- 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 ...
- Fri Mar 29, 2019 1:11 pm
- Forum: Releases
- Topic: Version 0.17.22
- Replies: 5
- Views: 7565
Re: Version 0.17.22
I don't have a reset queue! Do I have to research it?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)
- Fri Mar 29, 2019 6:50 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 41604
Re: Changelog tutorial
Thanks! I've included that information.badtouchatr wrote: ↑Fri Mar 29, 2019 6:14 amI've found another picky requirement of the changelog parser:
- Sat Mar 23, 2019 4:09 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 41604
Re: Changelog tutorial
Thank you, updated!
- Sat Mar 23, 2019 3:18 pm
- Forum: Not a bug
- Topic: spelling error
- Replies: 1
- Views: 696
- Sat Mar 23, 2019 11:56 am
- Forum: Not a bug
- Topic: Game Crash
- Replies: 1
- Views: 487
Re: Game Crash
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.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...