Search found 47 matches
- Wed Oct 30, 2024 7:57 pm
- Forum: Not a bug
- Topic: Space Platforms: logistics on the way can delay automated flying
- Replies: 4
- Views: 646
Re: Space Platforms: logistics on the way can delay automated flying
Thanks for the report however that is working as intended. If you don't want 20k, don't request 20k.
I mean surely the goal cannot be that i have to time how long it usually takes for the other stuff to fill up and set my requests to that amount right? Or do you have a suggestion how i could ...
- Mon Oct 28, 2024 6:37 pm
- Forum: Not a bug
- Topic: Space Platforms: logistics on the way can delay automated flying
- Replies: 4
- Views: 646
Space Platforms: logistics on the way can delay automated flying
10-28-2024, 19-35-34.png
As you can see, all conditions are fulfilled, yet it hasn't left vulcanus in a long while. I'm pretty sure it's because there is always science "on the way" to the platform, and i assume it will wait until the 20k are full. Well, i don't think it's supposed to wait that ...
As you can see, all conditions are fulfilled, yet it hasn't left vulcanus in a long while. I'm pretty sure it's because there is always science "on the way" to the platform, and i assume it will wait until the 20k are full. Well, i don't think it's supposed to wait that ...
- Sun Aug 25, 2019 4:38 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 174701
Re: Friday Facts #309 - Controversial opinions
Anything which is in-progress when you mine a furnace or assembling machine is lost
I'm sorry but this change needs to be reverted in the base game. Yes i could use the mod blabla, but this encourages and incredibly unfun playstyle where you take out the mats first, wait for it to finish crafting ...
I'm sorry but this change needs to be reverted in the base game. Yes i could use the mod blabla, but this encourages and incredibly unfun playstyle where you take out the mats first, wait for it to finish crafting ...
- Fri Nov 02, 2018 3:23 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 60487
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Two years ago, I was under the impression, that we need to eradicate all the weird options, to make the game just work for everyone. Over time and after all experience and feedback we have gathered, I started to realize that different people have different expectations, and their brains are wired ...
- Sat Oct 27, 2018 5:07 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 292716
Re: Friday Facts #266 - Cleanup of mechanics
Reduce the number of damage types to something like: generic, impact, heat, and acid.
Gotta disagree here. I wouldn't know where to put laser or electric under there. Why not just merge generic and impact into physical and add energy/energetic for laser and electric ?
(heat being fire and ...
- Fri Oct 26, 2018 7:10 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 292716
Re: Friday Facts #266 - Cleanup of mechanics
Reduce the number of damage types to something like: generic, impact, heat, and acid.
Gotta disagree here. I wouldn't know where to put laser or electric under there. Why not just merge generic and impact into physical and add energy/energetic for laser and electric ?
(heat being fire and ...
Gotta disagree here. I wouldn't know where to put laser or electric under there. Why not just merge generic and impact into physical and add energy/energetic for laser and electric ?
(heat being fire and ...
- Mon Oct 08, 2018 12:02 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 417161
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
I found another thing where tbh i'm not a 100% it even falls under your mods "responsibility": Nitrogen Gas (the one with the flame symbol and the double blue atom in the upper corner) is currently voided via the Py-Sinkhole (which is for liquids) and not the Py-GasVent. This is also true for some ...
- Sun Oct 07, 2018 9:08 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 417161
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Failed to load mods: Error while loading recipe prototype "puffer-butchery-1" (recipe): Difficulty normal: Recipe has invalid main product meat. The product does not exist in the recipe product list. Modifications: Angel's Bio Processing [ALPHA UPDATE] > PyCoal Touched By an Angel
Fixed now ...
- Sat Oct 06, 2018 2:43 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 417161
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
I'm getting an error with the latest PyCoalTBaA combined with Angels Bio Processing: https://i.imgur.com/CPTcnQt.png
Mod config is the one arumba used last time, minus some: https://pastebin.com/KuqYu1Gx
Any ideas? :(
Not entirely sure right now. The pic on imagur is really blurry on my ...
- Sat Oct 06, 2018 2:10 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 417161
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
I'm getting an error with the latest PyCoalTBaA combined with Angels Bio Processing: https://i.imgur.com/CPTcnQt.png
Mod config is the one arumba used last time, minus some: https://pastebin.com/KuqYu1Gx
Any ideas?
Mod config is the one arumba used last time, minus some: https://pastebin.com/KuqYu1Gx
Any ideas?

- Fri Aug 24, 2018 7:11 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 65503
Re: Friday Facts #257 - NPE/Campaign update
One of the things we could really use in the campaign was a terrain that the player can't build on, but can walk on, so we are adding shallow water as a new terrain type. So far it's a cheap solution from our side - it's just a new tileset that is combined with decorative entities to make it look ...
- Sat Apr 07, 2018 8:20 pm
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 46668
Re: Friday Facts #237 - Rich & interactive text
add the possibility to CTRL+Click (or similar) on an item or even place building and it automatically written to the chat bar, so we don't have to actually write [recipe=advanced-circuit] (I'm thinking of diablo 3 right there) ...
But nice feature
Quoting for visibility. This insanely handy in ...
But nice feature
Quoting for visibility. This insanely handy in ...
- Fri Feb 09, 2018 7:25 pm
- Forum: News
- Topic: Friday Facts #229 - Taiwan report & Lamp staggering
- Replies: 45
- Views: 27595
Re: Friday Facts #229 - Taiwan report & Lamp staggering
Hooray lamps! It's the little things like this that makes a game great. <3
Agreed. I'm playing a bit of Railway Empire right now, and the train system in Factorio is better then in that one... In a game about trains...
(Not that Railway Empire is bad per se, but i wish they put a bit more work ...
Agreed. I'm playing a bit of Railway Empire right now, and the train system in Factorio is better then in that one... In a game about trains...
(Not that Railway Empire is bad per se, but i wish they put a bit more work ...
- Fri Jan 26, 2018 7:48 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 61509
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
Do you have any ideas for new scenarios, or improvements to the current ones?
Instead of quoting a long list of ideas i would have myself: WC3 and SC2 fun maps. They should give heaps of ideas of what could be done in Factorio (in it's own style), especially on the PvP side which you seem to ...
Instead of quoting a long list of ideas i would have myself: WC3 and SC2 fun maps. They should give heaps of ideas of what could be done in Factorio (in it's own style), especially on the PvP side which you seem to ...
- Sat Jan 13, 2018 1:23 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 521419
Re: Friday Facts #225 - Bots versus belts (part 2)
Just another post to finally put loaders into vanilla. Loaders make belts immediately better. All the inserter setups always suffer with continuuity problems.
And something you forgot in the FFF: Bots, especially if massively used, are terrible for seeing at what state your factory is. Just look at ...
And something you forgot in the FFF: Bots, especially if massively used, are terrible for seeing at what state your factory is. Just look at ...
- Sun Jan 07, 2018 12:38 am
- Forum: Duplicates
- Topic: Mod Settings Not Saving Correctly
- Replies: 1
- Views: 2328
Mod Settings Not Saving Correctly
Issue: Mod settings (map) seem to only save when the game is unpaused. Even it isn't a straight up bug (not sure if this is intended behavior or not), this is very counter-intuitive and should probably be changed.
Reproduce: Install any mod (i tried with far reach, helmod, RSO). Start a new game ...
Reproduce: Install any mod (i tried with far reach, helmod, RSO). Start a new game ...
- Sun Jan 07, 2018 12:15 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 490996
Re: Friday Facts #224 - Bots versus belts
A feature that hasn't been really mentioned which makes belts more fun are loaders. I only play with loaders nowerdays. Inserters (even the faster ones from bobs) are just too slow and flow-disruptive.
You'll still use bots for the pain-in-the-arse 20 component thingies of which you don't need much ...
You'll still use bots for the pain-in-the-arse 20 component thingies of which you don't need much ...
- Wed Dec 20, 2017 5:44 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1766943
Re: Bugs & FAQ
Currently, with full bobs and Angels Petrochem+Refining enabled, it is impossible to advance past Basic Electronic Boards. Those require Basic Electronic Components, which require Carbon, which are produced in the Liquifier - which needs Basic Electronic Boards. Looking around the files it seems ...
- Fri Dec 01, 2017 9:28 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 108306
Re: Friday Facts #219 - Cliffs
This! And then it's only a matter of time until someone makes a Age of Factorio modmietok wrote:OMG, love it!!![]()
Flying monsters next?! Maybe attacks from the sea

- Fri Oct 27, 2017 4:19 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 83052
Re: Friday Facts #214 - Concrete rendering
haveFriday Facts wrote:as we could of used
