Search found 133 matches

by someone1337
Thu Mar 07, 2019 11:00 pm
Forum: Releases
Topic: Version 0.17.8
Replies: 25
Views: 20464

Re: Version 0.17.8

Yeah, so some people can make a fortune with BTT ... or not :P What's a BTT? If you mean BitTorrent Tracker, how would I use that to make a fortune? Its BitTorrentToken: https://www.bittorrent.com/btt/ - some bitcoin knock-off, if you want... some people are joking that this cannot ever become lucr...
by someone1337
Thu Mar 07, 2019 8:38 pm
Forum: Releases
Topic: Version 0.17.8
Replies: 25
Views: 20464

Re: Version 0.17.8

luc wrote:
Thu Mar 07, 2019 8:04 pm
Wouldn't it make a lot of sense to distribute the files as torrents? Then:
Yeah, so some people can make a fortune with BTT ... or not :P
by someone1337
Thu Mar 07, 2019 8:36 pm
Forum: Releases
Topic: Version 0.17.8
Replies: 25
Views: 20464

Re: Version 0.17.8

Plz reconsider fixing / make consistent: viewtopic.php?f=23&t=66470
by someone1337
Mon Mar 04, 2019 11:35 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 40472

Re: Version 0.17.5

Plz fix: viewtopic.php?f=23&t=66470

or at least make it consistent
by someone1337
Sun Mar 03, 2019 4:57 pm
Forum: Not a bug
Topic: [0.17.4 vanilla] Copying empty "grass-1" tiles creates a "landfill"-BP
Replies: 3
Views: 2071

Re: [0.17.4 vanilla] Copying empty "grass-1" tiles creates a "landfill"-BP

Obviously its one of those "unintended features" :) some people call them "bugs", but its unsure, whether this term will catch on :) Anyway * Importing the bp-string in 16.latest gives you the error "tile grass-1 cannot be used in blueprints" obviously there was logic t...
by someone1337
Sun Mar 03, 2019 2:02 am
Forum: Not a bug
Topic: [0.17.4 vanilla] Copying empty "grass-1" tiles creates a "landfill"-BP
Replies: 3
Views: 2071

[0.17.4 vanilla] Copying empty "grass-1" tiles creates a "landfill"-BP

I was following up on a bug report of one of my mods ... It seems like it is possible to copy/paste "grass-1" to "landfill" in 0.17.4 vanilla (without any mods, except for base) References: + https://forums.factorio.com/viewtopic.php?f=23&t=66111&p=405679#p405679 + https:...
by someone1337
Sun Mar 03, 2019 1:52 am
Forum: Not a bug
Topic: [0.17.3] Copy function can copy ores
Replies: 7
Views: 2400

Re: [0.17.3] Copy function can copy ores

This doesnt seem to be a bug of my mod...

I can reproduce this copy/paste of grass-1 -> landfill with 0.17.4 vanilla (without any mods, except for base)
by someone1337
Wed Jan 16, 2019 4:08 am
Forum: Modding help
Topic: How to stretch an entity picture?
Replies: 1
Views: 451

How to stretch an entity picture?

As nuclear power plants are tooo ups intensive, im trying to create a "nuclear power plant" that is just one big entity. It would take 8 nuclear fuel cells +2.2 M water + 200sec and a script would fill an electic energy interface with 1.1GW worth of energy. https://git.somenet.org/pub/jan/...
by someone1337
Wed Jan 16, 2019 3:51 am
Forum: Bob's mods
Topic: Bob's power solar only?
Replies: 4
Views: 3144

Re: Bob's power solar only?

Yeah, im trying to be as vanilla as feasible. Aside from my own mods, Warehousing and such, I use only bobsmining (large area drills only as its a major qol improvement; disabled everything else) and used to use bobspower. I just didnt care enought to undo your changes to nuclear (download old versi...
by someone1337
Sun Jan 13, 2019 9:06 pm
Forum: Bob's mods
Topic: Bob's power solar only?
Replies: 4
Views: 3144

Bob's power solar only?

I basically use the solar part only (accus + solar arrays). Now it seems there were changes to heat and stuff cools down to 465 instead of 500 and it feels like it weakened my power plants - i didnt really test that too much, as I for now disabled that mod completely. Is there a way to only get the ...
by someone1337
Fri Dec 28, 2018 6:23 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 156118

Re: Friday Facts #275 - 0.17 Science changes

This will be AWESOME! Finally a useful usecase for stone. Finally some bigger changes, forcing me to rework more than just a few of my blueprints. gogogo, push some unstable build! I cant wait! :3 Just one thing: maybe make koverex enrichment research way more expensive/late-late-game? (nukes resear...
by someone1337
Sat Oct 06, 2018 4:21 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 39493

Re: Friday Facts #263 - Trains in blueprints

FINALLY blueprintable trains, schedules and hopefully wagon filters! <3
by someone1337
Fri Sep 28, 2018 4:51 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 52990

Re: Friday Facts #262 - Hello my name is: Compilatron

This sounds awesome.

Could you make it a slow and stupid helper unit, that you can for example tell to "stand here and slowly mine that coal and bring it to a building", and/or make it a slow construction-bot
by someone1337
Sun Aug 19, 2018 8:39 pm
Forum: Won't fix.
Topic: [0.16.51] Production stats issues
Replies: 1
Views: 1076

[0.16.51] Production stats issues

The stats-nazi is back. With another production stat issue. :) Items with quantities (for example repair-packs) are not correctly counted as consumed, when stacks are merged and items are consumed as a result of that. just handcrafted 100 repair packs. screen-4.png split into two 50 stacks - It does...
by someone1337
Fri Jun 15, 2018 7:17 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 96956

Re: Version 0.16.51

Graphics Changed the battery item icon to be more consistent with the technology icon. I wonder if this is code for "Duracell sent us a nasty passive-aggressive Cease & Desist letter to stop using their battery livery/logo/signamancy." haha, im not the only one, who thinks that. why e...
by someone1337
Wed May 16, 2018 1:41 am
Forum: General discussion
Topic: Prod3 in mid/late-game science-pack production?
Replies: 15
Views: 6255

Prod3 in mid/late-game science-pack production?

Am I the only one, who considers using Prod3 Modules in science pack production before launching the first few rockets? At least it seems that noone else seems to use prod3 mods in science, at least noone, who posts their setups online at the stage of still having belts and only at around 1 science/...
by someone1337
Sat Mar 24, 2018 9:53 pm
Forum: Resolved Problems and Bugs
Topic: [posila][for 0.17][0.16.34] FPS drop in map view zoomed at gun/laser turrets
Replies: 10
Views: 7249

Re: [0.16.34] FPS drop in map view zoomed at gun/laser turrets

The issue is, with "show turret range" enabled. if you disable that, everything is fine.
by someone1337
Mon Mar 12, 2018 7:27 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.16.28] Loss of inventory slot filters
Replies: 12
Views: 6164

Re: [Dominik][0.16.28] Loss of inventory slot filters

Consider to make the player blueprintable or a way to export settings, including autotrash, requests and filters.

At least my filters are pretty the same on all games I play, so a way to easily copy the settings across savegames would be cool and would practically solve this problem.
by someone1337
Wed Mar 07, 2018 10:41 pm
Forum: Not a bug
Topic: [16.28] Production stats seem incorrect
Replies: 6
Views: 2171

Re: [16.28] Production stats seem incorrect

It wont even increment the consume substatsion-3 counter, if i handcraft "substation mk3" and when finished, i handcraft "substatsion mk4"
by someone1337
Wed Mar 07, 2018 10:35 pm
Forum: Not a bug
Topic: [16.28] Production stats seem incorrect
Replies: 6
Views: 2171

Re: [16.28] Production stats seem incorrect

Thanks for the report. Exactly what items are you expecting to be in the production/consumption stats that aren't and what method are you expecting them to get into those stats? Hand crafting/assembling machine/other ? If hand crafting, intermediate products crafted and then immediately consumed by...

Go to advanced search