Search found 107 matches

by deer_buster
Sat Jun 23, 2018 6:04 am
Forum: Implemented mod requests
Topic: choose-elem-button type filtering
Replies: 2
Views: 1285

Re: choose-elem-button type filtering

Bumping up this request :)
by deer_buster
Fri Jun 08, 2018 6:05 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 62557

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

Suggestion: With the presets, give us an option to save current settings as Custom Presets
by deer_buster
Fri Jun 01, 2018 3:34 am
Forum: Releases
Topic: Version 0.16.47
Replies: 69
Views: 34317

Re: Version 0.16.47

Jap2.0 wrote:and I know plenty of people in the US who speak poor English.
this...
by deer_buster
Tue May 29, 2018 5:37 pm
Forum: Releases
Topic: Version 0.16.46
Replies: 7
Views: 10674

Re: Version 0.16.46

yes. it will, eventually :D But, really, we could play with 100+ mods on almost any version released during last year. I think it is more stable than most (80%+) of other sandboxes with mods. I agree, that one thing is missing now: trust that updating to new version will not make game unplayable. I...
by deer_buster
Thu May 03, 2018 5:19 am
Forum: Releases
Topic: Version 0.16.40
Replies: 10
Views: 12666

Re: Version 0.16.40

steinio wrote:Just don't save in 0.16.40 and revert to. 39.

It's an alpha game.
Multiplayer server...don't control the saves...ah well, live and learn...or don't...either way...
by deer_buster
Thu May 03, 2018 3:57 am
Forum: Releases
Topic: Version 0.16.40
Replies: 10
Views: 12666

Re: Version 0.16.40

Hydro Engineer wrote:I had three trains in one pileup and I only have 4 trains. :( The fourth train was on its own circuit.
Aren't all trains supposed to be on their own circuit?? :D

Oh, wait, no...they aren't...I lost sooooo many nuclear fueled trains............
by deer_buster
Sat Apr 28, 2018 3:38 am
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 19085

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Someone just commented to me that they would like to see splitters and undergrounds replace belts, but not the other way around . I would definitely be happy with such a solution! Yeah, you almost NEVER need it the other way, but almost always need to replace a belt with splitters/undergrounds....m...
by deer_buster
Tue Apr 24, 2018 8:03 pm
Forum: Implemented mod requests
Topic: choose-elem-button type filtering
Replies: 2
Views: 1285

choose-elem-button type filtering

I would like to be able to filter available selections to specific type(s) for each button. For instance, I want to limit one choose-elem-button to type={"ammo-turret","artillery-turret"} and ammo-category {"bullet","artillery-shell"} for the other.
by deer_buster
Mon Apr 23, 2018 9:22 pm
Forum: Modding help
Topic: choose-elem-button type filtering
Replies: 1
Views: 636

choose-elem-button type filtering

I would like to filter available selections to specific type(s) for each button. For instance, I want to limit one choose-elem-button to type={"ammo-turret","artillery-turret"} and ammo-category {"bullet","artillery-shell"} for the other. Is there any way to d...
by deer_buster
Tue Apr 17, 2018 5:32 am
Forum: General discussion
Topic: Remove Blueprint Importing?
Replies: 27
Views: 13005

Re: Remove Blueprint Importing?

Dunno how most other people do it, but I probably spend at least 3x more time utilizing Creative Mode mod to optimize layouts for my current game, than I spend in my actual game. If I couldn't utilize the blueprint library to save my work between the different instances, I would be really kind of ir...
by deer_buster
Sun Apr 08, 2018 2:06 am
Forum: Modding help
Topic: Add blueprint via mod?
Replies: 3
Views: 1114

Re: Add blueprint via mod?

that will be a huge mess. Can I do something with like a .dat file?
by deer_buster
Sat Apr 07, 2018 7:04 pm
Forum: Modding help
Topic: Add blueprint via mod?
Replies: 3
Views: 1114

Add blueprint via mod?

I "think" it can be done, but is there any way to provide a specific blueprint to the player via a mod?
by deer_buster
Sat Apr 07, 2018 6:31 pm
Forum: Modding help
Topic: Cliffs preset?
Replies: 2
Views: 867

Re: Cliffs preset?

thanks, I hadn't looked at that file, that's pretty handy.
by deer_buster
Sat Apr 07, 2018 4:32 am
Forum: Modding help
Topic: Cliffs preset?
Replies: 2
Views: 867

Cliffs preset?

How can I default the cliffs settings to a value, other than "Medium"...such as "None" or "Very Big"? It isn't a valid autoplace_control (tried "cliff", "cliffs", etc.)
by deer_buster
Fri Mar 23, 2018 10:39 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 53272

Re: Friday Facts #235 - 0.16 stable

Hahah, cheat mode on top of the cheat mods out there...wtf is wrong with people that they feel they have to cheat more than the game allows them
by deer_buster
Thu Feb 15, 2018 11:43 pm
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 55503

Re: Version 0.16.24

steinio wrote:For testing it should be opt-out, stable could be opt-in.

Everyone who plays testing should support the developers with crash reports for free.

This
by deer_buster
Fri Jan 12, 2018 10:46 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 380422

Re: Friday Facts #225 - Bots versus belts (part 2)

I would like to suggest that a splitter could also be setup to take two belts of different items and output 1 or 2 belts of items with those 2 items each taking up a single lane of each belt, or perhaps a lane filter (much like the lane filter on the creative mod's matter creator)
by deer_buster
Fri Dec 29, 2017 8:21 pm
Forum: Releases
Topic: Version 0.16.8
Replies: 64
Views: 31354

Re: Version 0.16.8

Xterminator wrote:As for the fluid wagon, and specifically the barrel changes...
I sense a great rush to create a mod that changes the barrel capacity back to original values, and stack size to 2 :)
by deer_buster
Tue Dec 19, 2017 5:12 am
Forum: Mod portal Discussion
Topic: The mod portal was a nice experiment... end it please?
Replies: 74
Views: 35125

Re: The mod portal was a nice experiment... end it please?

Any updates on the replacement? I've written 3 enterprise-level and numerous departmental-level web applications for a major global corporation since this was originally posted. And did you sell over 1 million copies of a computer game which you develope and bug fix at the same time? Worse, I devel...
by deer_buster
Mon Dec 18, 2017 1:48 pm
Forum: Mod portal Discussion
Topic: The mod portal was a nice experiment... end it please?
Replies: 74
Views: 35125

Re: The mod portal was a nice experiment... end it please?

Any updates on the replacement? I've written 3 enterprise-level and numerous departmental-level web applications for a major global corporation since this was originally posted.</tongue-in-cheek>

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