Search found 233 matches

by Durabys
Mon Sep 10, 2018 7:23 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 13577

Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Can someone please adopt Supportive Weapons, please?
by Durabys
Fri Sep 07, 2018 12:49 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 41934

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

So? Can we know when can we generally expect 0.17? Still in September? October? November? Just asking.
by Durabys
Tue Sep 04, 2018 8:58 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 61138

Re: Friday Facts #258 - New autoplace

Personally, although I agree with removing Uranium from the starting area, I disagree with removing oil. However, this is looking at it from the point of view of my mod, looking at it from the point of view of vanilla, it does make sense to remove oil from the starting area, to give you an incentiv...
by Durabys
Mon Sep 03, 2018 2:48 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 61138

Re: Friday Facts #258 - New autoplace

I think that should be an option to exclude oil from the starting area Two (off by default!) options to include oil and uranium in the starting areas would be nice indeed ! Seconding this, as I'd like to have oil close to my starting water but don't care about U as much! Thirding this. It should be...
by Durabys
Fri Aug 17, 2018 2:34 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 47960

Re: Friday Facts #256 - The little things 3

*BELT IMMUNITY EQ*

YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
by Durabys
Fri Aug 03, 2018 6:04 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 83755

Re: Friday Facts #254 - No research queue for you

WOW! We are well on our way to another "No Bots Anymore" clusterfuck. :o https://www.factorio.com/blog/post/fff-254 I was there for the Monday afternoon LAN party two weeks ago. I talked to people there and they all had one big issue with research - specifically, the Endgame. From new play...
by Durabys
Fri Aug 03, 2018 1:18 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 83755

Re: Friday Facts #254 - No research queue for you

Indeed. May your air-conditioning fail.

I have over 1500 hours in the game. I still love Vanilla gameplay. But after so many games...the tediousness of re-clicking the research tab is starting to get annoying. Please. Add the Research Queue as an option in the game options.
by Durabys
Fri Jul 20, 2018 11:38 am
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 44047

Re: Friday Facts #252 - Sound design & Map editor

If you add that the Biter Creep under the buildings grows to cover everything around a Biter settlement..on high biter maps you will have basically recreated the Zerg Swarm from Starcraft.

Everything covered by CREEP!!! :o
by Durabys
Wed Jul 18, 2018 8:02 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 36355

Re: Friday Facts #251 - A Fistful of Frames

Klonan wrote:
Tomik wrote:
How long will the LANfest take? Will it end before midnight or in the morning? When please. Thanks.
The library closes at 22:00, so it will have to end then

I am not sure how long we will stay there
Thanks!
by Durabys
Sun Jul 15, 2018 5:16 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 36355

Re: Friday Facts #251 - A Fistful of Frames

How long will the LANfest take? Will it end before midnight or in the morning? When please. Thanks.
by Durabys
Sun Jul 15, 2018 6:41 am
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 36355

Re: Friday Facts #251 - A Fistful of Frames

I would like to know to how late will that LAN Party be open? You said 16:00 o'clock..but when is the ending time? I need to know if I should book a hotel in Prague for the 23rd or not.
by Durabys
Fri Jul 06, 2018 4:57 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 56094

Re: Friday Facts #250 - Dead end conclusion

Cute. The first Staff reply is only to the poster who is actually praising this change and not one of the complainers.
by Durabys
Fri Jun 22, 2018 6:11 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Toolbelt Slot Auto-Deselect
Replies: 2
Views: 939

Re: Quality of Life: Toolbelt Slot Auto-Deselect

I've read this before, and i'm not sure how you people do it. But this is exactly how the game already behaves. The "can't put this item here" messages only pops up if the item you're holding is not assigned to any filter slots. *fiddle* *fiddle* Well, in the quickbar anyway, for filtered...
by Durabys
Sat Jun 16, 2018 7:41 am
Forum: Ideas and Suggestions
Topic: Quality of Life: Allow for Tree/Stone Hand mining
Replies: 1
Views: 940

Quality of Life: Allow for Tree/Stone Hand mining

Allow for Tree/Stone Hand mining when holding a blueprint/blueprint book in your hands. Too many times there was this one tree that I wanted to get rid off and I forgot to deselect the blueprint in my hand. Why is it actually forbidden to use the mine function when holding a blueprint?
by Durabys
Sat Jun 16, 2018 7:37 am
Forum: Ideas and Suggestions
Topic: Quality of Life: Toolbelt Slot Auto-Deselect
Replies: 2
Views: 939

Quality of Life: Toolbelt Slot Auto-Deselect

This is the problem that I could see could be easily solved: Okay. So early to mid game, you middle-mouse click dedicate a slot in your toolbelt to specific items. Making it impossible that another item jumps in. That slot is now Reserved to that time. You lock it down with the sky-blue box. So you ...
by Durabys
Fri Jun 08, 2018 6:47 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 62192

Re: Friday Facts #246 - The GUI update (Part 3)

Jap2.0 wrote:New resource system confirmed?
fff-246-mapgen-preview-02-tooltips.png
YAY!!!
They will be adding Angel's/Bob's Infinite Ores setting option! :D
by Durabys
Fri May 25, 2018 9:58 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 31447

Re: Friday Facts #244 - Localised plurals & Modernisation progress

*reads the articles...suddenly notices something* Progress on engine modernisation (Posila) The rewrite of the rendering framework goes well. We are at the point where the game looks exactly the same (with minor fixes to line rendering) as our main 0.17 branch, and the only major thing that is missi...
by Durabys
Fri May 11, 2018 3:20 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1003889

Re: Factorio Roadmap for 0.17+

ugh... Fluid optimalisation last on the list for 0.17+ ? Really? So Nuclear is useless as before? Thanks devs! *half-joking* It's not useless on smaller late-game bases, but it's still way too easy. I wouldn't mind it being harder to build. Like for example making the 'concrete' in the Reactors and...
by Durabys
Sun May 06, 2018 2:34 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1400095

Re: Development and Discussion

Angel? I think it should be possible to re-melt plates back into ingots. Yes, also rewind wires back into coils with the coils, you are cutting them apart. No. Make it possible to melt ANY metal/material/plate back into its pure (aka: Periodic Table Element) base ingots. Wires, plates, coils, beams...
by Durabys
Sun May 06, 2018 12:15 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1400095

Re: Development and Discussion

Angel?
I think it should be possible to re-melt plates back into ingots.

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