Search found 249 matches

by Anson
Sun Mar 17, 2019 1:58 am
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them
Replies: 6
Views: 3170

Re: [0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them

Okay, in 0.17.9, these technologies will stay in the list of technologies until they are actually researched. thanks for making the behavior consistent on all technologies. (writing this while updating from .8 to .14 and only just reading the changelog of .9) but i have to agree with TheBearKing th...
by Anson
Thu Mar 07, 2019 11:55 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 217024

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

Yeah directly smelting stacks would be "cheaty" but I think if it just took the same amount of time, just didn't need a beltbox, it's just a throughput advantage - i.e. gives you bigger smelting columns, not more plates from the same number of furnaces. *I* don't consider it too cheaty wh...
by Anson
Thu Mar 07, 2019 11:38 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 210202

Re: ModMyFactory - mod manager and more

Version 1.10 will most likely be done some time this week. that is really a nice definition of "some time this week" : a mere 4 hours later !!! :-) just the opposite of the definition of "soon(TM)" :-) I'll soon(TM) install and test the new version , but until some problems in 0...
by Anson
Thu Mar 07, 2019 10:35 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 217024

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

I thought that allowing the unstacking recipes as intermediates would allow auto-unstacking for use in recipes, but it's inconsistent (I think based on the presence of other recipes) - it'll happily unstack copper to make some copper cables when you click the cables, but it won't unstack iron plate...
by Anson
Thu Mar 07, 2019 5:00 pm
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 54
Views: 30071

Re: [0.16] Logistic Carts

The paint recipes seem too complicated to me, even though I know why you wanted to do it that way, it adds a lot of cruft to an inventory that's already filled up with the various markers. someone already wrote a mod that allows painting (making the arrows) for free :-) i also would wish that mined...
by Anson
Thu Mar 07, 2019 4:27 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 132597

Re: KS Power

I've been using the diesel generators, but I can't figure out how to make them work at top efficiency. I only get them to generate 2 MW of power instead of their maximum of 4MW. What am I doing wrong here? maybe this is related to some note that i read somewhere about energy values being halved and...
by Anson
Thu Mar 07, 2019 4:19 pm
Forum: General discussion
Topic: Some 0.17.6 changes in the campaign
Replies: 34
Views: 10359

Re: Some 0.17.6 changes in the campaign

"I think I dropped a penny. Let me just lift this assembler to look under it." ROFL ... best joke of the week :-) "I seem to be stuck or something. Maybe you could help me out?" stepped on some chewing gum on the road ? :-( That's actually a relatively meaningful criticism, now ...
by Anson
Mon Mar 04, 2019 11:38 pm
Forum: Releases
Topic: Version 0.17.4
Replies: 54
Views: 32206

Re: Version 0.17.4

it is assumed that, during normal gameplay, you will have at least enough smelters running to feed your research production. That would be the way I played the campaign the first time, when I didn't know anything about what was coming or when. .... completely agree ... that intro mission was nice f...
by Anson
Fri Mar 01, 2019 9:01 pm
Forum: Releases
Topic: Version 0.17.4
Replies: 54
Views: 32206

Re: Version 0.17.4

... still wating for incremental updates not want to keep on dowlaod a full install each time ... ... It would be nice if they could release these smaller incremental updates as some sort of patch file as well ... ... I agree, having to manually download all HD assets and all those unchanged files ...
by Anson
Fri Mar 01, 2019 8:12 pm
Forum: Releases
Topic: Version 0.17.3
Replies: 42
Views: 29691

Re: Version 0.17.3

@bman: i wasn't thinking of doing all the mod organization in the updater, but only to be able to update the game itself and mods, and maybe to selectively disable mods, to get back to a state where i can start the real program again. just happened: several mods on top of each other were using the s...
by Anson
Fri Mar 01, 2019 7:55 pm
Forum: Releases
Topic: Version 0.17.3
Replies: 42
Views: 29691

Re: Version 0.17.3

thus i would appreciate to have an updater (not launcher) that can be run instead of the normal game (only) in case of loading problems. The only real difference between a Launcher and an Updater, is that a launcher is an updater with a "Launch game" button on it. yes :-) but on many game...
by Anson
Fri Mar 01, 2019 6:52 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 98505

Re: Feature suggestion.

show power outage for a machine whilst replacing the large (annoying) vanilla power outage indicator? I don't know, but you might be interested in this mod ! https://mods.factorio.com/mods/KingIonTrueLove/LessUnplugged this mod is not yet updated for 0.17, but this functionality should also be incl...
by Anson
Fri Mar 01, 2019 6:32 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 316814

Re: MOD [ 0.16.x] Bio-Industries

Bob wrote some great "functions" that I use in my mod. Before I copied these functions into my mod, but had to update them each time Bob updated his, now I just use his directly. Much easier. It's only functions and has nothing to do with the rest of Bob's great work. yes, that's how it s...
by Anson
Fri Mar 01, 2019 6:13 pm
Forum: Releases
Topic: Version 0.17.3
Replies: 42
Views: 29691

Re: Version 0.17.3

Bottom of this one (0.17.3): ..., Top of this one (0.17.2): ... every single detail of the changelog might not be important for everybody, and i also can read the changelog after starting the game. thus having such important "notice" at the top is important. when you move it to the bottom...
by Anson
Thu Feb 28, 2019 11:35 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 98505

Re: [MOD 0.14.x] Bottleneck

i didn't see that effect since i played the scenario without mods, but i also found that that little guy looked cute at first and then is pretty reckless, destroying half of what i had built to put down his idea of what it should look like :-(
by Anson
Thu Feb 28, 2019 11:26 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 316814

Re: MOD [ 0.16.x] Bio-Industries

It tells me I need boblibrary, I didn't need it with 0.16. Is it really necessary now with 0.17 ? in 0.16 (and i don't know why this would be different in 0.17) there were several mods that just checked for bobslibrary and then assumed that the full bobs or even bobs+angel suite was used, even when...
by Anson
Thu Feb 28, 2019 10:09 pm
Forum: Releases
Topic: Version 0.17.3
Replies: 42
Views: 29691

Re: Version 0.17.3

The new logistics boxes are not so distinguishable with my eyes, especially between the green buffer chest and blue requester chest. I did NOT have such problem and feel very good with 0.16 chest colours. Can devs revert its colour back to the darker 0.16 one? same for me, mostly green / blue (now ...
by Anson
Thu Feb 28, 2019 9:47 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 247123

Re: Version 0.17.0

I'm assuming you're talking about the controls 'Secondary shortcut 1-10'. That's for the buttons on the secondary quickbar, for a total of 20 lines for 20 buttons. thanks. that makes even more sense. can be pretty confusing to understand what "alternate" and "secondary" mean whe...
by Anson
Thu Feb 28, 2019 9:22 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 247123

Re: Version 0.17.0

Are you referring to the hotkeys for the secondary quickbar? ah, 10 lines for the buttons, 10 lines for selecting a hotbar as first hotbar and 10 lines for selecting a hotbar as second hotbar !? then i had misunderstood it, taking it to mean an alternate hotkey instead of a hotkey for an alternate ...
by Anson
Thu Feb 28, 2019 9:11 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 247123

Re: Version 0.17.0

Yeah, I find the button to attach them useful whenever I accidentally press the button to detach them. ROFL, thanks for the best comment of the month! on a more serious note: if you don't need those two keys, you can rightclick on their definitions in the hotkey setup screen to get rid of them (and...

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