Search found 126 matches

by safan
Wed Aug 12, 2015 6:13 pm
Forum: Ideas and Suggestions
Topic: Maintenance
Replies: 11
Views: 2322

Re: Maintenance

I would prefer the maintenance only for the solar panels. Since they are now drop and forget and way too overpowered. If you need to keep them fine by cleaning them every few days, you have some disanvantages to them. You need to produce the cleaning material and they need to be covered by roboports.
by safan
Tue Aug 11, 2015 5:29 pm
Forum: Modding help
Topic: What's the meaning of the autoplace_controls?
Replies: 5
Views: 2983

Re: What's the meaning of the autoplace_controls?

i don't yet get it all: i'm trying to make a new tile, mountain, with the same properties as waters. So i copied the tile settings of water, but now i'm stuck with the autoplace = water_autoplace_settings(250), layer = 45, If i copy from grass i get autoplace = ("grass", {{{35, 0.8}, {0, 0...
by safan
Thu Jul 30, 2015 8:02 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 321450

Re: [0.11.x][v0.6.7] Bob's Ore Mod.

i'm getting only lead from galena, 0.12 with fresh start. Did something change?

I think the post above me has the same problem, like the chance only calculated 1 time or so?
by safan
Wed Jul 29, 2015 4:43 pm
Forum: General discussion
Topic: Updating the Wiki for combinators
Replies: 15
Views: 13002

Re: Updating the Wiki for combinators

What about a lamp that goes on when a chest is almost full/empty. Something simple that can be useful.
by safan
Sat Jul 25, 2015 2:31 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 346896

Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!

in the 3.0.10 there is still a crash when i destroy a base
by safan
Sat Jul 18, 2015 6:15 am
Forum: General discussion
Topic: Things to watch out when loading a 0.11 game in 0.12
Replies: 6
Views: 7497

Re: Things to watch out when loading a 0.11 game in 0.12

Any idea how to convert to the new guns? I have multiple outposts that are under constant attacks so i can't visit them all before the first attack
by safan
Thu Jul 16, 2015 3:53 pm
Forum: News
Topic: Friday facts #94 - No 0.12 Release today
Replies: 116
Views: 59063

Re: Friday facts #94 - No 0.12 Release today

i'm hopeful since if they already knew they couldn't make it, it would have been 'leaked'
by safan
Sun Jul 05, 2015 7:13 am
Forum: Questions, reviews and ratings
Topic: Splitting up Mods Board
Replies: 19
Views: 21487

Re: Splitting up Mods Board

One of the bigger troubles with the former mod forum is, that good but tiny mods that don't need much updating get lost quite quickly. They don't deserve a own subforum, but should be quickly available for interested people (natural evolution, more logistic slots, scalar, endless research, ...)
by safan
Sat Jul 04, 2015 7:37 am
Forum: News
Topic: Friday Facts #93 - Furious Finish
Replies: 62
Views: 38313

Re: Friday Facts #93 - Furious Finish

Just count on playing a week or three on a new vanilla map until the bigger bugs are solved and the modders had time to adapt.
If there are maps you want to keep, take a lot of backups before loading them in 12

Good idea on expanding on the PR side :)
by safan
Sun Apr 12, 2015 6:11 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 257516

Re: [0.11.x][v0.1.6] Bob's Logistics mod

regular cargo wagons already have 30 slots in 0.11.18+. there went my 80 invar. I wish they'd stop messing around with that x3 This is the second time they've increased the cargo capacity of the cargo wagon. I'll make a note of it for next update. May i suggest different tiers of cargo wagons, and ...
by safan
Sun Apr 12, 2015 5:54 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 321450

Re: [0.11.x][v0.6.7] Bob's Ore Mod.

Thanks for the good work. I have a question about RSO mod. Do the gems need a extra line in the rso config file, or is it just a extra drop? So we have to set up a sorter system to make sure the gems don't clutter the main lines?
by safan
Mon Apr 06, 2015 12:03 pm
Forum: General discussion
Topic: Challenge Modes
Replies: 2
Views: 2758

Re: Challenge Modes

I think you are ready to explore mods :) Some recommandments: RSO adjusts the mapgeneration so the resources are rarer and further away. You will need to master trains to keep your factory running Scalar increases the cost and time for research, so you will need a bigger factory with more throughput...
by safan
Mon Apr 06, 2015 7:39 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 462171

Re: Yuoki Industries 0.2.26 (11.17+)

and now onto the own subforum

since this mod has so many features and building possibilities, it would be easier to manage all the information :)
by safan
Thu Feb 05, 2015 6:43 am
Forum: News
Topic: Friday Facts #71 - To the stars
Replies: 61
Views: 38717

Re: Friday Facts #71 To the stars

posted in another thread: produce food, move it to space station, make sure the ship or space elevator works, it goes into space, you get credits, or trade for some material that doesn't exist on your planet, the ship lands again, move it to the right factory, make something hitech of it, move it ba...
by safan
Wed Feb 04, 2015 6:31 pm
Forum: News
Topic: Friday Facts #71 - To the stars
Replies: 61
Views: 38717

Re: Friday Facts #71 To the stars

i realy don't get the people that want colonists and people: for me factorio is a empty planet, an empire of robots and machines under your control. You can decide what to build and when to build. Why would you ever want colonists there? They won't work and just start complaining about food and poll...
by safan
Thu Jan 15, 2015 2:32 pm
Forum: News
Topic: Friday Facts #64 - The plans
Replies: 89
Views: 60642

Re: Friday Facts #64 The plans

i don't like the colonist ideas: i mean you have 1000 colonist and they don't work? So they are all lawyers and politicans? I have an empire of my own, i don't want anyone there complaining about pollution or lack of alcoholic drinks. It should focus more and more on automatisation: produce food, mo...
by safan
Fri Jan 09, 2015 7:50 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 35354

Re: Friday Facts #68 The trains

ooh smart signals like in "only let the train leave the copper mining outpost if the main base has less then 1000 copper ore" I'm absolutely waiting for something that will automate these trains but presignals are already a good start @developers: you can already see the difference on enth...
by safan
Tue Jan 06, 2015 6:43 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 257516

Re: [0.11.x][v0.1.1] Bob's Logistics mod

there seems to be a problem with 11.10 and the fast-far-inserter. I can't get past loading mods in the game startup
by safan
Fri Jan 02, 2015 2:04 pm
Forum: Gameplay Help
Topic: Early game defence tips wanted
Replies: 18
Views: 9833

Re: Early game defence tips wanted

Maybe part of what provoked the early attack, given the Large starting area I had chosen, was that I had all those extra Miners running? And also 36 Furnaces. 12 on Iron Ore that were all running, making a lot more Iron Plates than I needed, and 12 on Copper Ore not all of which were running, but p...

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