Search found 12 matches

by Seanyjolhv
Sat Apr 27, 2024 12:30 am
Forum: Ideas and Suggestions
Topic: Super force build should be the default.
Replies: 4
Views: 266

Super force build should be the default.

TLDR Blueprints should default to super force build in 2.0 because I hate trees. What? The default keybinds for "place blueprint" and "super force build blueprint" should be swapped in 2.0. Why? When placing blueprints in 2.0, I have 3 options: Build: it will fail to place if tre...
by Seanyjolhv
Tue Apr 16, 2024 8:30 pm
Forum: Ideas and Suggestions
Topic: Burrowed Worm Graphics should be Updated.
Replies: 7
Views: 448

Re: Burrowed Worm Graphics should be Updated.

Ah, I realise that the Space Exploration mod gives +50% health to worms. Not much of a gameplay issue then, but a retexture would still be nice
by Seanyjolhv
Tue Apr 16, 2024 4:32 pm
Forum: Ideas and Suggestions
Topic: Burrowed Worm Graphics should be Updated.
Replies: 7
Views: 448

Re: Burrowed Worm Graphics should be Updated.

The number of worms in the picture:
1 small worm
1 medium worm
4 big worms
by Seanyjolhv
Tue Apr 16, 2024 4:31 pm
Forum: Ideas and Suggestions
Topic: Burrowed Worm Graphics should be Updated.
Replies: 7
Views: 448

Burrowed Worm Graphics should be Updated.

TL;DR All worms look the same when they're in the ground; I think that they should be distinguishable. What? All worms look the same when they're in the ground, except for size. I think that the different worm sizes should at least be recoloured, but ideally given unique graphics. (The shape of the ...
by Seanyjolhv
Sun Apr 14, 2024 1:03 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 152
Views: 20164

Re: Friday Facts #406 - Space Age Music

I got a bit carried away looking at the star parallax. TLDR: the platform moves 1.25 to 2.5 metres per second. I took 2 screenshots of the space platform movement, then used the change in positions of the camera, 2 stars and a stack inserter's rotation to calculate this. Screenshotter (681).png Scre...
by Seanyjolhv
Fri Sep 08, 2023 6:30 pm
Forum: Combinator Creations
Topic: Single Requester Chest Mall
Replies: 0
Views: 1064

Single Requester Chest Mall

Playing the Space Exploration Modpack, requester chest research is locked behind space science. However, without spoiling anything, it is possible to obtain a requester chest without leaving the planet. I decided to make the best use of this as possible, so I made this strange mall design: The reque...
by Seanyjolhv
Wed Apr 05, 2023 1:58 am
Forum: Technical Help
Topic: [1.1.76] Game doesn't recognise valid texture files
Replies: 0
Views: 374

[1.1.76] Game doesn't recognise valid texture files

The error: "Failed to load mods: File not found::__base__/graphics/entity/curved_rail/hr-horizontal-curved-rail-left-bottom-segment-visualisation-continuing-1.png" occurs about 80% into startup on every factorio version I have, with a different graphic missing for each one. This one is for...
by Seanyjolhv
Mon Aug 24, 2020 10:38 am
Forum: Duplicates
Topic: [1.0.0] Walls against cliffs stay attached to cliff after using cliff explosives
Replies: 3
Views: 615

Re: [1.0.0] Walls against cliffs stay attached to cliff after using cliff explosives

After looking at those duplicate posts, I can't see why the wall shouldn't return to normal after this: Screenshot (136).png Screenshot (135).png Under normal circumstances, it should look like this: Screenshot (138).png Screenshot (139).png But it doesn't. The game is able to change the wall's stat...
by Seanyjolhv
Mon Aug 24, 2020 9:40 am
Forum: Duplicates
Topic: [1.0.0] Walls against cliffs stay attached to cliff after using cliff explosives
Replies: 3
Views: 615

[1.0.0] Walls against cliffs stay attached to cliff after using cliff explosives

In my base, created in 0.17.79, I had some walls adjacent(and connected) to a cliff. I used cliff explosives to destroy the cliff, and the walls stayed in the same state, as if they were still connected to the cliff. Screenshot (131).png , Screenshot (132).png I then tested this in a new 1.0.0 world...
by Seanyjolhv
Wed Aug 12, 2020 2:26 pm
Forum: Duplicates
Topic: [0.17.79] "Golem" Achievement conditon not working
Replies: 5
Views: 1080

Re: [0.17.79] "Golem" Achievement conditon not working

Right. Thanks for clearing that up.
by Seanyjolhv
Wed Aug 12, 2020 1:21 pm
Forum: Duplicates
Topic: [0.17.79] "Golem" Achievement conditon not working
Replies: 5
Views: 1080

Re: [0.17.79] "Golem" Achievement conditon not working

Not the case, I believe, because player hp is 250, energy shield mk2 has 150 hp, and power armor mk2 has 10% physical resist, so I had 400hp and the shell should have dealt 450 damage. This means I should have been killed by the physical damage. If I was only hit by the explosive blast, I would have...
by Seanyjolhv
Sat Aug 08, 2020 8:56 am
Forum: Duplicates
Topic: [0.17.79] "Golem" Achievement conditon not working
Replies: 5
Views: 1080

[0.17.79] "Golem" Achievement conditon not working

I was playing around with artillery, and decided to shoot myself with it. I used the artillery remote to target a location directly on my player, and stood there. I do not know whether it was the artillery wagon or turret that shot me. This gave me the "Golem" achievement in both Factorio ...

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