Search found 741 matches

by SuperSandro2000
Tue Apr 02, 2019 7:36 pm
Forum: Releases
Topic: Version 0.17.24
Replies: 24
Views: 16689

Re: Version 0.17.24

Moderated by Smarty. We don't use that language here https://forums.factorio.com/viewtopic.php?f=3&t=68443#p416753 https://forums.factorio.com/viewtopic.php?f=3&t=68126#p414814 https://forums.factorio.com/viewtopic.php?f=3&t=65940#p403430 https://forums.factorio.com/viewtopic.php?f=3&am...
by SuperSandro2000
Tue Apr 02, 2019 7:36 pm
Forum: Releases
Topic: Version 0.17.24
Replies: 24
Views: 16689

Re: Version 0.17.24

Klonan wrote: ↑
Tue Apr 02, 2019 5:44 pm
SuperSandro2000 wrote: ↑
Tue Apr 02, 2019 5:37 pm
So when do we get more UX/features?
When the bugs are fixed
:roll: I would appreciate some QoL fixes for the new UI. After a month there are some that really really annoy me and I am sure they got reported enough times.
by SuperSandro2000
Tue Apr 02, 2019 5:37 pm
Forum: Releases
Topic: Version 0.17.24
Replies: 24
Views: 16689

Re: Version 0.17.24

[Moderated by Koub]
So when do we get more UX/features?
by SuperSandro2000
Sun Mar 31, 2019 2:28 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 41664

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Alright, since it seems like MadClown has fallen off the face of the Internet, I've patched AngelBob's version myself. Edit: Better version with working Locale: Rename "nuclear-fuel-reprocessing-1" to "nuclear-fuel-reprocessing" in /prototypes/technology/nuclear-reprocessing.lua...
by SuperSandro2000
Sun Mar 31, 2019 2:09 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 37424

Re: Version 0.17.23

Thanks for literally breaking half the mods on the mod portal, leaving a very not helpful warning and making my sunday a bug fixing tour.
by SuperSandro2000
Sun Mar 31, 2019 2:05 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 32659

Re: Friday Facts #286 - Pollution cleanup

Unknow0059 wrote: ↑
Sat Mar 30, 2019 11:46 am
SuperSandro2000 wrote: ↑
Sun Mar 24, 2019 2:30 pm

What do they add to the game except a temporary annoyance?
Well, i'm asking you Why it's an annoyance. You replied with a question, and that's no answer.

I'll answer that when you answer mine.
Cause I can't build my stuff where I want.
by SuperSandro2000
Tue Mar 26, 2019 7:41 pm
Forum: Releases
Topic: Version 0.17.18
Replies: 31
Views: 18422

Re: Version 0.17.18

An option to delete old mod versions. My SSD is size limited. I just checked, and I've downloaded multiple versions of multiple mods, and I only have a single .zip for each mode in my mod folder. I'm on Linux though. and then I would love the changelog.txt parser to be less picky, more verbose with...
by SuperSandro2000
Tue Mar 26, 2019 7:40 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 389
Views: 264720

Re: [0.17+] Space Exploration WIP

Arch666Angel wrote: ↑
Tue Mar 26, 2019 4:04 pm
SuperSandro2000 wrote: ↑
Mon Mar 25, 2019 10:56 am
Did you consider making the planets multiple surfaces?
And those graphics look awesome. Did angel do them for you or is it your work?
Oh give him more credit, Earendal is way more talented with graphics than me and also has more patience doing so :D
You are still missing the dust/rust layer.
by SuperSandro2000
Tue Mar 26, 2019 7:32 am
Forum: Releases
Topic: Version 0.17.18
Replies: 31
Views: 18422

Re: Version 0.17.18

The Factorio devs have been some of the most responsive and communicative devs of any game I've ever played. And really, more responsive and communicative than the vast majority of software I've ever used. The only time I've ever had a significantly better experience with a group of software develo...
by SuperSandro2000
Mon Mar 25, 2019 8:24 pm
Forum: Releases
Topic: Version 0.17.18
Replies: 31
Views: 18422

Re: Version 0.17.18

When do we finally get some UX improvements?
by SuperSandro2000
Mon Mar 25, 2019 3:12 pm
Forum: Won't implement
Topic: Allow modification of rail block connections the pathfinder sees
Replies: 6
Views: 1920

Re: 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. Already requested as feature. Where? Link?
by SuperSandro2000
Mon Mar 25, 2019 10:56 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 389
Views: 264720

Re: [0.17+] Space Exploration WIP

Did you consider making the planets multiple surfaces?
And those graphics look awesome. Did angel do them for you or is it your work?
by SuperSandro2000
Mon Mar 25, 2019 8:33 am
Forum: Resolved Problems and Bugs
Topic: [0.17.17] quickbar swapped left and right and got pipe to ground decon planner
Replies: 3
Views: 789

Re: [0.17.17] quickbar swapped left and right and got pipe to ground decon planner

TruePikachu wrote: ↑
Sun Mar 24, 2019 7:37 pm
Please post a log and the full mod list; I'm 99% sure this is likely caused by a mod.
You can get the mod list from the save and I don't think I have the log anymore.
by SuperSandro2000
Sun Mar 24, 2019 6:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.17] quickbar swapped left and right and got pipe to ground decon planner
Replies: 3
Views: 789

[0.17.17] quickbar swapped left and right and got pipe to ground decon planner

I have no clue how or why but my quickbar swapped left and right and now I have a pipe on the 10th slot in the 3rd row that acts as a pipe to ground and deconstruction planner. I hope the up to 4 missing mods do not matter. https://drive.google.com/open?id=1oMLu5MRLqiSngNIxYMtUVnOelO8rp4jt https://s...
by SuperSandro2000
Sun Mar 24, 2019 6:42 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 53297

Re: [MOD 0.17] Deadlock's Crating Machine

But I found this: Can't reproduce. Will need a lot more (i.e. any) info about your set-up, other mods installed etc. before I can start to help you. Looks like it might be some other mod that reorganises the inventory tab and isn't handling layered icons properly. Can't reproduce it anymore...
by SuperSandro2000
Sun Mar 24, 2019 2:55 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 53297

Re: [MOD 0.17] Deadlock's Crating Machine

Deadlock989 wrote: ↑
Sun Mar 24, 2019 2:35 pm
SuperSandro2000 wrote: ↑
Sun Mar 24, 2019 2:30 pm
Why can't I search for the techs when they are researched?
No idea. Works for me.

Image
mmm Could be a typo.

But I found this:

Image
by SuperSandro2000
Sun Mar 24, 2019 2:30 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 32659

Re: Friday Facts #286 - Pollution cleanup

Cliffs are total garbage. I could build a useless machine to get to 99% evolution. Jokes aside. No one cares about polution after 10 hours. The late game needs some more interesting and challenging stuff. The mid game got really extensive lately but for late... Let me grab mods cause the game deliv...
by SuperSandro2000
Sun Mar 24, 2019 2:30 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 53297

Re: [MOD 0.17] Deadlock's Crating Machine

Why can't I search for the techs when they are researched?
by SuperSandro2000
Fri Mar 22, 2019 4:24 pm
Forum: Not a bug
Topic: [0.17.14] Pollution stats entity count wrong
Replies: 5
Views: 1201

Re: [0.17.14] Pollution stats entity count wrong

I just assumed it is a bug and it was tracking something else.

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