Search found 80 matches
- Sat Apr 06, 2019 8:45 am
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 24095
Re: Version 0.17.25
A. I'm very, very drunk. I got a bad review at work and I should not be posting anything online at all in this condition. B. I highly recommend Sambucca. That wasn't very relevant, so let me try this... If you want to ban multiples of a single ingredient (as input or as output,) in a recipe... isn'...
- Sat Apr 06, 2019 12:59 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58630
Re: Friday Facts #289 - Character GUI
Generally, I like the new GUI changes very much. One concern though: Are the Weapons slots on the Character tab going to ONLY be visible here, and not in the lower-right part of the screen, as they are now? Because if so, I think a lot of people will miss this. Also, I think these are both great ide...
Re: MINI MODS
Which mod are you referring to?Splicer9 wrote: βWed Apr 03, 2019 10:58 pmBUG - Possibly related to your mod, happens on start up of the game.
https://pastebin.com/p2SWFNKG
Re: MINI MODS
Hi everyone. I uploaded a new version of the ProductionScrap2 mod, which fixes the 4.2G crafting problem that was occurring. https://mods.factorio.com/mod/ProductionScrap2 If you encounter any problems, please reply here or PM me, as I made these recent changes. DellAquila has added me as a collabor...
- Fri Mar 29, 2019 6:14 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 49231
Re: Changelog tutorial
I've found another picky requirement of the changelog parser: The header line of dashes (and subsequent dashed lines between versions) must have exactly 99 dashes. I've tried it with 80, 98, 99, and 100. The only one that works is 99.
- Wed Mar 27, 2019 10:43 pm
- Forum: Releases
- Topic: Version 0.17.21
- Replies: 15
- Views: 14385
Re: Version 0.17.21
... To the players, this like the every other release .17 is still tagged as experimental, i.e. beta.... Hiladdar If I may present the semantical argument, even the factorio devs consider both the "stable" and the "experimental" releases as "alpha". :) https://factorio...
- Tue Mar 12, 2019 1:59 pm
- Forum: Releases
- Topic: Version 0.17.11
- Replies: 13
- Views: 15192
Re: Version 0.17.11
When I do alt b and drag out a blueprint, I can then hit e and drop it in my inventory or b and drop it into the blueprint library. Same with ctrl c ctrl x, and ctrl v. Ok, gotcha. I tried that and it works. I just need to do that *before* I place it. Thanks! you can place the blueprint first...its...
- Tue Mar 12, 2019 7:42 am
- Forum: Releases
- Topic: Version 0.17.11
- Replies: 13
- Views: 15192
Re: Version 0.17.11
Ok, gotcha. I tried that and it works. I just need to do that *before* I place it. Thanks!5thHorseman wrote: βTue Mar 12, 2019 6:37 amWhen I do alt b and drag out a blueprint, I can then hit e and drop it in my inventory or b and drop it into the blueprint library.
Same with ctrl c ctrl x, and ctrl v.
- Mon Mar 11, 2019 9:55 pm
- Forum: Releases
- Topic: Version 0.17.11
- Replies: 13
- Views: 15192
Re: Version 0.17.11
Am I missing something, or is the following behavior still part of the blueprint updates yet to come? Updated to 0.17.11, use Alt-B to create new blueprint, save blueprint, ghost place it, let bots place the items, and then the new blueprint is nowhere to be found (except using the Paste function, o...
- Fri Mar 01, 2019 2:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.3] game fails to start (macOS Sierra)
- Replies: 48
- Views: 16980
Re: [0.17.3] game fails to start (macOS Sierra)
I was having the same issue with all versions of 0.17 (could download through steam, but it would not launch). I was on El Capitan 10.11.3, and upgraded to Mojave (10.14.3), and all is fine. I realize that some people cannot upgrade for various reasons, but just thought I'd put my 2 cents in.
- Fri Nov 16, 2018 1:12 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298642
Re: [MOD 0.16] Xander Mod v2.1.1
OMGosh, I think I give up now. The mod has beaten me. I'm at 166 hours, and just got past blue science (don't even have red belts being made yet), and was trying to make the move to robots. Good lord, there are dozens of things needed for this, PLUS purple science to make some of the items. With all...
- Sat Oct 27, 2018 9:32 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 212796
Re: Friday Facts #266 - Cleanup of mechanics
Regarding the pickaxe removal: I haven't seen someone state this yet, so I *may* be in the minority, but -- the main issue I have with it being removed is that it's not very realistic to mine ore from the ground with your HANDS. So it seems some sort of initial, craftable mining tool is necessary. B...
- Mon Oct 22, 2018 2:55 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298642
Re: [MOD 0.16] Xander Mod v2.1.1
Thank you so much for this. It did the job! Now I have my "dead planet" with trees!!eradicator wrote: βMon Oct 22, 2018 9:31 am
I've added it to my hotfix mod. @Therax: Feel free to add it to your own hotfix, mine isn't really up to date.
- Sun Oct 21, 2018 11:04 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298642
Re: [MOD 0.16] Xander Mod v2.1.1
Ok, just started on a new game with Xander mod. I also have Alien Biomes mod, and when I start the game, there are no terrain details (except cliffs). The ground all around starting area and beyond is just flat grey; no features, no grass, no tress, nothing. I tried it with different terrain setting...
- Thu Oct 18, 2018 5:29 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298642
Re: [MOD 0.16] Xander Mod v2.1.1
Just need to switch to concrete sleepers for rail and that'll be the last of it. Default rails need wood? Maybe I will need to rethink my idea of cheating in wood then. Ah, what the heck. I know a little Lua from when I created a mod for Farming Simulator. I should just write my own for this, as er...
- Wed Oct 17, 2018 3:33 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298642
Re: [MOD 0.16] Xander Mod v2.1.1
@badtouchatr: And if you actually find something that blocks progression that miraculously nobody else has discovered yet: Just post it here and it'll probably be fixed within 24 hours :p. For Xanders i find (construction-) robots a much better target than rockets as a "first big step". T...
- Wed Oct 17, 2018 3:10 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298642
Re: [MOD 0.16] Xander Mod v2.1.1
Thanks for the reply, Therax. Ok, so maybe I shouldn't worry about getting to the end game so much, but just having fun playing with a unique mod for the game. I've recently played a Bob's-only run, but just like vanilla, the end game is severely lacking (IMO). So, I think I'll just download Xander ...
- Wed Oct 17, 2018 4:06 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298642
Re: [MOD 0.16] Xander Mod v2.1.1
I've been wanting to try this mod, but wondering if anyone has been able to do a complete run-through to the rocket launching stage without any problems. Like some others have said, I kind of don't want to get 100 hours or so into it to find out I can't complete it. I know about Therax's hotfix for ...
- Tue Dec 26, 2017 4:07 pm
- Forum: Balancing
- Topic: Fluid wagon and barrels balancing
- Replies: 18
- Views: 8139
Re: Fluid wagon and barrels balancing
I know I'm going to ruffle a lot of feathers on this, but ... Has everyone's OCD gone crazy on the balancing thing? Sheesh
- Sun Dec 24, 2017 10:36 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 68022
Re: Version 0.16.7
... while a single normal wagon can fit 50 * 40 barrels with 250 units each. that's 200 * 200 = 40 000. that's 15 000 more than a dedicated tanker wagon! I agree with the opinion that the decision to remove the fluid tank separation was pretty much ridiculous (based on any argument), but I wanted t...