That's hyperbole. None of the mods (I use a ton) broke with .23.SuperSandro2000 wrote: ↑Sun Mar 31, 2019 2:09 pmThanks for literally breaking half the mods on the mod portal, leaving a very not helpful warning and making my sunday a bug fixing tour.
Search found 298 matches
- Mon Apr 01, 2019 10:06 am
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 38325
Re: Version 0.17.23
- Mon Apr 01, 2019 9:29 am
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 246918
Re: Version 0.17.0
The multiple versions for mods is interesting but… not supported by the game/portal interface, right? It's only for manually installed mod (versions)? Or where is the setting that says "keep old version of mod when new version is installed"? Asking because a new version of BlueprintExtensi...
- Wed Mar 27, 2019 6:12 pm
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 93127
Re: [MOD 0.13] Water Well - pump water from the underground
You can omit step 3, no need for a mod to be a zip, it can be a (unpacked) directory. I would advise against that. Putting all the files in a single zip keeps them together and makes exchanging them much easier. Also, it's better for fragmentation and keeps the MFT smaller (on NFTS... don't know th...
- Sat Mar 23, 2019 10:37 pm
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 93127
Re: [MOD 0.13] Water Well - pump water from the underground
I love this mod, but the values seem too strong. What is does is it completely bypasses the water distribution issues by allowing the player to get water *anywhere*, instead of -say- using annoying long pipes or a train system. Grand. However it is strange that this auxiliary solution seems better ...
- Tue Mar 19, 2019 4:39 pm
- Forum: Releases
- Topic: Version 0.17.12
- Replies: 28
- Views: 20382
Re: Version 0.17.12
Changes The Install Mods GUI will now automatically install required dependencies. OMG!!! Love this! Would love this too if it extended to upgrading mods. Which it (as I just found out) doesn't. So, any mod that gains a dependency in an upgrade does NOT get that dependency auto-installed. And findi...
- Tue Mar 19, 2019 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Auto Load Mods /Auto install dependencies
- Replies: 6
- Views: 3680
Re: Auto Load Mods /Auto install dependencies
Still not supported. I knew, but was "brutally" reminded by a mod upgrade that caused a loaded map to lose all modded items (which, since I use said item in my power plant design, meant NO POWER). EDIT: To make this "worse", the mod interface in 0.17 has buttons beside the mod de...
- Sat Mar 09, 2019 12:18 pm
- Forum: Off topic
- Topic: Satisfactory - 3D Factorio?
- Replies: 69
- Views: 63192
Re: Satisfactory - 3D Factorio?
These style or genre of games don't translate to 3D very well. I can't think of one single RTS or Build/SIM game that got better when it went from 2d tiles to 3D. Starcraft gets a nod for being close but thats about it. The 2D Tiles of Factorio was a big lure for me to the game. Not a single RTS? B...
- Thu Mar 07, 2019 3:07 pm
- Forum: Releases
- Topic: Version 0.17.8
- Replies: 25
- Views: 20444
- Wed Mar 06, 2019 2:20 pm
- Forum: General discussion
- Topic: Changed inventory sorting in 0.17.[456]
- Replies: 4
- Views: 1410
- Wed Mar 06, 2019 12:11 pm
- Forum: General discussion
- Topic: Changed inventory sorting in 0.17.[456]
- Replies: 4
- Views: 1410
Changed inventory sorting in 0.17.[456]
Just updated to .6 (before, I was on .3 since no auto-update… only updated for Infinite Technologies mod :D) And suddenly, the whole inventory became much more messy. Blueprints (always weird, no detectable logic for their sorting order) that stuck close before now are all over the place. Example, I...
- Sun Mar 03, 2019 11:21 am
- Forum: Not a bug
- Topic: [0.17.2] Missing science icons in blueprints created pre 0.17
- Replies: 7
- Views: 1912
Re: [0.17.2] Missing science icons in blueprints created pre 0.17
They were set in 0.16.51. As pointed out above, it is probably a migration related thing that is not happening for pre-existing blueprints. Not sure if this something that is easily fixable or is even worth bothering with. All these blueprints will have to be remade anyway for the science changes a...
- Tue Dec 11, 2018 2:26 am
- Forum: Ideas and Suggestions
- Topic: Notifications System
- Replies: 37
- Views: 13800
Re: Notifications System
Why not ? Adding an auto-delete timeout parameter on each notification type is actually a good idea. Damaged buildings: I'd like an auto-delete when the building has been repaired by my bots. It's repaired, so I'm obviously not interested anymore, right? *EXCEPT* when the damage was really critical...
- Mon Dec 10, 2018 6:49 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 212662
Re: Friday Facts #266 - Cleanup of mechanics
The amazing (and to me, astonishing :D) popularity of Bob's and Angel's Only 5% of players use Bob's mods, and even less use Angel's. Late reply, but… check the mod portal. Of the top twenty most popular mods, *FOUR* aren't either Angel's or Bob's. I rest my case. So, the only bit of your "arg...
- Mon Nov 19, 2018 1:48 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84556
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Like. But… the concrete still looks wrong. "It's the way it is and it will stay that way". Sure, but it's still just *wrong*. For reasons that have been said dozens of times. Oh, and will the inconsistencies/illogicals get fixed? Like, having a personal fusion reactor only? That takes *ONL...
- Sat Oct 27, 2018 5:38 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 212662
Re: Friday Facts #266 - Cleanup of mechanics
I said maybe… ;-) The amazing (and to me, astonishing :D) popularity of Bob's and Angel's etc should tell you LOUD AND CLEAR (or should have told you, since this FFF is all about "we did this" and not "we're thinking about doing this" :( ) that a lot of players (not all) love com...
- Sat Oct 27, 2018 4:13 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 212662
Re: Friday Facts #266 - Cleanup of mechanics
the reduced number of damage types means I'll probably have to add them again for my enemies and warfare mods, or just streamline And that is if they do not end up removing that functionality from the engine as well, which I cannot get a clear answer on. If they lock us to just those damage types, ...
- Sat Oct 27, 2018 3:57 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 212662
Re: Friday Facts #266 - Cleanup of mechanics
Calculating how many miners can fill a belt is now quite a straightforward task Which I never did even once. If the belts are full and some miners don't do anything (because the belt in front of them is full), who cares? I don't. And if the belt isn't full: put down more miners! Easy, that. That ot...
- Sat Oct 27, 2018 3:22 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 212662
Re: Friday Facts #266 - Cleanup of mechanics
I disagree with removing the recipe limits on the Assembly machines. The problem with people rushing to Machine 2 has more to do with people needing what those machines can construct than not finding the distinction useful. You can't build a steam engine with machine 1, nor an electric mine, nor an...
- Sat Oct 27, 2018 3:16 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 212662
Re: Friday Facts #266 - Cleanup of mechanics
No. Let's just nope this. This. Is. Wrong. I won't pick anything apart here… okay, I could live with… nope, even if I could live with *this* part or *that* part, I won't pick and choose: this is just completely wrong. It's a dumbing down for making it "simpler"… to what goal? FACTORIO ISN'...
- Wed Oct 17, 2018 8:28 pm
- Forum: Ideas and Requests For Mods
- Topic: Dislike Pump Jacks minimum production change
- Replies: 3
- Views: 1259