Search found 109 matches
- Sun Feb 11, 2018 12:57 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129928
Re: [MOD 0.14] Alien Biomes
Do you play with AngelSmelting or ScorchedEarth ? If yes try to temporarily disable both, as it was the problem for me.
- Mon Feb 05, 2018 8:36 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129928
Re: [MOD 0.14] Alien Biomes
I've an annoying problem, i have (among others :D ) Alien Biomes, Extra Floors and Asphalt roads installed, which brings me close to the 255 limit (i have 253). I would like to remove Extra Floors but when i do, i cannot load the save anymore becaure the tiles id go above 255. On that save, same if...
- Mon Feb 05, 2018 7:22 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129928
Re: [MOD 0.14] Alien Biomes
I've an annoying problem, i have (among others :D ) Alien Biomes, Extra Floors and Asphalt roads installed, which brings me close to the 255 limit (i have 253). I would like to remove Extra Floors but when i do, i cannot load the save anymore becaure the tiles id go above 255. On that save, same if ...
- Sat Feb 03, 2018 2:44 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 132943
Re: [MOD 0.16.x] ShinyBob_0.16.1
Okay it makes sense, I'll give it a try to see what i prefer
- Sat Feb 03, 2018 11:31 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 132943
Re: [MOD 0.16.x] ShinyBob_0.16.1
I've a bit trouble to see how these 3 mods interact with ShinyBobGfx / ShinyIcons from zombiee, do they complete each other ? What are the differences ?
Thanks
Thanks
- Sun Jan 28, 2018 1:35 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298687
Re: [MOD 0.16] Xander Mod v1.4.1
When you think you are finally done ...
@Repofme1 cheers and thanks for all your work anyway !!
- Sat Jan 27, 2018 12:07 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 47160
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
Not interested at all on Competitive PvP mode. I'm slightly worried that game would evolve into some kind of RTS actually, which is not the original point IMO and would make the game be "like lots of others". I'd prefer to see the original single player, or multiplayer-coop developed inste...
- Sat Jan 20, 2018 12:15 am
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 42027
Re: Friday Facts #226 - New mod portal & other news
It's already awesome, as the previous one was just nearly not working anymore, had to reload it several times before having a result sometimes... I can understand that some GUI update was expected with the teasers but it's not the most important.
- Fri Jan 19, 2018 11:44 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 42027
Re: Friday Facts #226 - New mod portal & other news
How do you sort the mod portal by versions of factorio For example show only mods for version 0.15.* or 0.16.*? I second that suggestion, either a filter on demand like other filters, either being able to specify which version we use on profile and display only those, would be nice ;) P.S. anyone h...
- Sun Jan 14, 2018 10:19 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 378191
Re: Friday Facts #225 - Bots versus belts (part 2)
A small dlay when loading / unloading from a chest sounds a fair (and credible) solution to me.
- Wed Jan 10, 2018 9:18 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 50916
Re: Version 0.16.16
It's just better now, thanks !
- Tue Jan 09, 2018 10:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298687
Re: [MOD 0.16] Xander Mod v1.4.1
Check few posts before, there are 2 lines to add to the mod to solve that issue (or wait next version)
- Sun Jan 07, 2018 10:00 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 66569
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Any news for 0.16 ?
- Sat Jan 06, 2018 2:18 pm
- Forum: News
- Topic: Factorio T-shirts store now open
- Replies: 86
- Views: 71779
Re: Factorio T-shirts store now open
I second that, can't wait to get one !
Need a proper mug too
Need a proper mug too
- Sat Jan 06, 2018 2:08 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 350009
Re: Friday Facts #224 - Bots versus belts
I totally agree bots are way too overpowered in many circumstances, however i wouldn't nerf them as it would indeed just bring frustration. The main limitation of belts currently (without mods) are due to their lack of speed and / or vanilla loaders. When you play with mods fixing that, the bots are...
- Tue Jan 02, 2018 8:14 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298687
Re: [MOD 0.16] Xander Mod v1.4.1
I understand that, but i really enjoy the idea of a always running server :) Now that i'm used to play with it, it's quite hard to go back and be sure to have the factory as you left it, it's really a different gameplay to be able to secure prodution and safety even when you're not here :D I kind of...
- Sun Dec 31, 2017 1:16 pm
- Forum: Releases
- Topic: Version 0.16.12
- Replies: 10
- Views: 13747
Re: Version 0.16.12
Lol exactly my thoughtsillmaren wrote:Guys its Silvester....go have fun lol
Thanks !
- Sat Dec 30, 2017 5:47 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298687
Re: [MOD 0.16] Xander Mod v1.4.1
It's what i do actually, to unlock it in the mod already. But i don't see the logic locking the miner and not belt / inserter then :) I really appreciate the mod anyway, it's just that without a big multiplier on a always running server it becomes really way too trivial to do research even mid game....
- Sat Dec 30, 2017 1:20 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298687
Re: [MOD 0.16] Xander Mod v1.4.1
Hi there, I would like to play with big research multiplier (x100 or more, ultimately max is 1000...), since my server is running all the time it's not a problem on the long run - just a matter or patience and optimizations :p . However, the fact that coal miner is locked behind a research makes thi...
- Thu Aug 03, 2017 7:03 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 66569
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
It's a cool mode i think, prevents to stack dozens of buildings in inventory but i guess it's better in the end.