Search found 45 matches

by Stimpatch
Fri Feb 07, 2020 9:02 am
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 98071

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

soo... i guess we need someone willing to create an alternative "LTN-alike" Mod if we want to see what LTN is acutally doing? Oh boy, these are some bad news.
by Stimpatch
Tue Jan 21, 2020 8:54 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357463

Re: [MOD 0.17] Industrial Revolution

I think it's more his views of copyright are concrete and everything else is a direct response to the absolute amount of shit that got thrown his way for wanting the work he put into the mod to be on his terms. the loudest ppl not prepresenting the majority is a common problem, to quote a famous ka...
by Stimpatch
Fri Jan 10, 2020 8:44 am
Forum: Logistic Train Network
Topic: cargo ships: train spent longer than 10 minutes between stations
Replies: 6
Views: 2500

Re: cargo ships: train spent longer than 10 minutes between stations

Settings. . . . o, really, the timeout to generate the warning is in there. edit: Okay, actually its not that easy to recognise. In the mod settings you can configure a timeout value (default is 10 minutes = 600 seconds) allowed to complete a delivery. For some scenarios (really long travel and / or...
by Stimpatch
Fri Jan 03, 2020 8:29 am
Forum: Logistic Train Network
Topic: Newb Question
Replies: 2
Views: 1392

Re: Newb Question

Have a look at the Manual Thread made (in very high quality, like the mod, big THX again!) by Optera:

viewtopic.php?f=214&t=51072

There you find all information needed. For a quick reference in easy to learn, watch the videos linked there.
by Stimpatch
Fri Dec 20, 2019 8:57 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357463

Re: [MOD 0.17] Industrial Revolution

QWERTY128BITS wrote: ↑
Fri Dec 20, 2019 1:48 am
I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?
They need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.
by Stimpatch
Tue Dec 03, 2019 8:50 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357463

Re: [MOD 0.17] Industrial Revolution

Mortichar wrote: ↑
Tue Dec 03, 2019 4:12 am
Just wanted to say great job on this mod and thank you for your work
This!
by Stimpatch
Thu Nov 14, 2019 10:33 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357463

Re: [MOD 0.17] Industrial Revolution

That means electrical trains will be inferior to normal trains by a lot once you get rocket fuel / nuclear fuel. But in between driving trains on solar alone is a bonus. There should be a nuclear battery that you can reprocess instead of charge or electric trains could simply accept nuclear fuel ce...
by Stimpatch
Wed Oct 16, 2019 7:58 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 39
Views: 13519

Re: Criticism: Belt Immunity Equipment

What is nice about the 1x1 size? The solar panel next to it? It doesn't "align" with the other components available, at all. Having small components other than Solar panels creates a group of "small equipment" items to equip and prevents players from looking down at solar panels...
by Stimpatch
Wed Oct 16, 2019 7:50 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357463

Re: [MOD 0.17] Industrial Revolution

Another "my Impression so far" Post to provide some feedback: Settings: - Normal world - Biters tuned down about half each setting - Alot of forest in the starting area - No "big mods", only qol and logistic mods (like LTN) - About 110 hours in - Screenshot will follow when i am ...
by Stimpatch
Mon Oct 14, 2019 12:48 pm
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 39
Views: 13519

Re: Criticism: Belt Immunity Equipment

It's crazy expensive to run for what it is. Indeed. Costs would be much more reasonable it the power is only consumed when you stand on belts, though. Also, its nice that the size is 1x1, sadly there are next to no other Items to equip with a 1x1 size. Changes in both directions could help to impro...
by Stimpatch
Thu Oct 10, 2019 7:53 am
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 33297

Re: Version 0.17.69

Hiladdar wrote: ↑
Wed Oct 09, 2019 7:54 pm
My recommendation is get a PC. No more nanny rules from ....
Image
by Stimpatch
Tue Oct 08, 2019 2:25 pm
Forum: Gameplay Help
Topic: Drill pollution
Replies: 27
Views: 7987

Re: Drill pollution

eradicator wrote: ↑
Sun Oct 06, 2019 11:29 am
Pollution is energy consumption based. Use efficency modules.
:shock:

I did not know that, even with 500+ hours in factorio. Is that documented somewhere? How could i miss this information. I guess energy consuption == pollution is not communicated well...
by Stimpatch
Tue Sep 24, 2019 7:46 am
Forum: Gameplay Help
Topic: How to use Rich text properly
Replies: 11
Views: 8113

Re: How to use Rich text properly

DerGraue wrote: ↑
Mon Sep 23, 2019 10:54 am
If you enable the "show debug info in tooltip" option in the debug menu (F4) then you see the real entity name.

I have set this up in my debug settings so I can just use F5 to quickly enable and disable the enhanced tooltip if I need to know the exact name.
This is very helpful, thx.
by Stimpatch
Mon Sep 23, 2019 12:01 pm
Forum: Ideas and Suggestions
Topic: Drag Item into Train Station Name for Tag
Replies: 4
Views: 1528

Re: Drag Item into Train Station Name for Tag

The two standard implementations would be "pop up a dialog or something to select it from", and "type ':', then fuzzy matching on the names." Given the former is how Factorio does so much of this stuff, a button to insert the signal tag with a pop-up dialog akin to the combinato...
by Stimpatch
Mon Sep 23, 2019 10:35 am
Forum: Gameplay Help
Topic: How to use Rich text properly
Replies: 11
Views: 8113

Re: How to use Rich text properly

You can link the recipe by shift-clicking the crafting button, which I find quite useful just to remember what I am working on and what ingredients it takes (it shows the tooltips). Yes, it is not a perfect solution, but people tend to miss it completely, so I like to make sure that it is known. I ...
by Stimpatch
Mon Sep 23, 2019 9:53 am
Forum: Gameplay Help
Topic: How to use Rich text properly
Replies: 11
Views: 8113

Re: How to use Rich text properly

Optera wrote: ↑
Mon Sep 23, 2019 7:33 am
Looking up internal names for rich text is a pain, especially when using any locale other than English. This part certainly could be made a lot more user friendly.

Try Luzifers Rich Text Helper https://mods.factorio.com/mod/Rich_Text_Helper
will look into that, thx
by Stimpatch
Mon Sep 23, 2019 9:51 am
Forum: Gameplay Help
Topic: How to use Rich text properly
Replies: 11
Views: 8113

Re: How to use Rich text properly

Just shift click whatever you want the tag of when you have the console open and then copy pasta the resulting text from the console. YES!..... No. Not very helpful. FNEI sadly does not produce linkable results, and there are many examples you cannot shift click an item (e.g. you want to link a flu...
by Stimpatch
Mon Sep 23, 2019 7:28 am
Forum: Gameplay Help
Topic: How to use Rich text properly
Replies: 11
Views: 8113

How to use Rich text properly

Hello guys. Got a Question about best practice of using ingame rich text. Setting: I want to flg all ingame train stations with a leading Icon corresponding to the stations contend. So, i use a tag like [item=iron-ore]. So far, so good. Also i know the corresponding wiki pages: https://wiki.factorio...
by Stimpatch
Tue Sep 17, 2019 7:59 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 292664

Re: Thank you (Make the dev-team happy today!)

+1

Amazing game, already sunk 500+ hours into it.

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