Search found 32 matches

by catpig
Fri Apr 26, 2024 12:54 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 150
Views: 14553

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Great FFF again, I have a few comments: - Would be nice if it were possible to select a different planet rather than the current one in statistics - What you wrote about compilers isn't quite correct. The compilers typically used on Linux (gcc, llvm) can also be used on Windows. Though there's other...
by catpig
Fri Apr 26, 2024 12:43 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 150
Views: 14553

Re: Friday Facts #408 - Statistics improvements, Linux adventures

The phrasing was pretty odd, like they cannot imagine you using your PC after Win10 Support is over, maybe there is a reason why they don't have to imagine that, like Win10 no longer booting to protect the user from their own decisions. Obviously you're free to keep running Win10 after support ends...
by catpig
Thu Mar 21, 2024 12:10 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 43603

Re: Friday Facts #381 - Space Platforms

I really do hope that this can be optionally modded to allow bots, because I can tell you right now I'm not going to enjoy being forced into pure belt logistics just to be able to ferry crap to another world. :( I would be very surprised if mods can't add robots to the platforms. Though personally ...
by catpig
Sat Mar 16, 2024 11:21 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 23638

Re: Friday Facts #402 - Lightspeed circuits

Excellent news! Really can't wait for the update+DLC. It's almost cruel to tell us all these wonderful things and not being able to play them ;) And several of the suggestions in this thread would make it even better, of course. @Qon: That looks like a great tool, I'll definitely keep that in mind f...
by catpig
Sat Mar 02, 2024 1:50 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37524

Re: Friday Facts #399 - Trash to Treasure

I like the concept of scrap resource, but if I was a dev, I create layers of recycling. The scrap could turn electronic scrap, metal scrap, or rubble; or this could be different types of resource in planet The electronic scrap could turn copper scrap, plastic scrap, or sulfur. The metal scrap could...
by catpig
Fri Mar 01, 2024 1:02 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37524

Re: Friday Facts #399 - Trash to Treasure

Bit late on reading this one... but seriously... shut up and take my money :mrgreen:
by catpig
Sat Jan 06, 2024 1:48 am
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 133
Views: 25291

Re: Friday Facts #392 - Parametrised blueprints

Awesome feature!
Just two notes:
- I hope it's possible to re-order the parameters. Although it did look like it is.
- Ideally use of variables should also be possible on lines above the one that declares the variable. Although if re-ordering is possible this isn't super critical.
by catpig
Wed Dec 13, 2023 2:13 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 30401

Re: Friday Facts #383 - Super force building

Wonderful stuff :)
Just one little note: with the new ghosts, the beautiful animations of the space platform building are hidden to a substantial degree - maybe make the ghosts a little bit more transparent (or otherwise less intrusive)?
by catpig
Mon Dec 11, 2023 10:31 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43566

Re: Friday Facts #374 - Smarter robots

I know I'm late, but... First, let me say that I'm quite excited about the DLC. However, there's always SE and Bobangel for more content - but this... this is just awesome. Maintenance and QoL are where you can tell good devs from bad devs - bad devs just add more features (that are easily billed), ...
by catpig
Sun Oct 22, 2023 2:11 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 43603

Re: Friday Facts #381 - Space Platforms

ImHiva wrote: ↑
Sat Oct 21, 2023 5:18 pm
Is this a preview of the new big update? Or what do these Friday facts mean?
It's about the expansion/DLC they're working on, called space age. Like in many games, some of the improvements will also be made to the base game, for those who do not buy the expansion.
by catpig
Tue Apr 05, 2022 10:28 pm
Forum: News
Topic: Friday Facts #369 - To the moon
Replies: 67
Views: 51955

Re: Friday Facts #369 - To the moon

Good one :D
Though I actually do like the idea of having to earn blueprint library slots. Is there a mod for that?
by catpig
Mon Dec 20, 2021 9:37 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1229759

Re: Bugs & FAQ

lovely_santa wrote: ↑
Mon Dec 20, 2021 7:18 pm
This is fixed on the dev branch on github for the bugfix release (probably next weekend). The quick fix is to enable the bob enemies setting 'enemies drop artifacts'.
Thanks, since I want that setting anyway I just changed that and it works now :)
by catpig
Mon Dec 20, 2021 12:13 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1229759

Re: Bugs & FAQ

Okay, so my first attempt at finding a potential conflict yielded a result. If I re-activate angelsexploration and deactivate bobsenemies it also works. My bobsenemies is at version 1.1.1

Edit: Should I also/instead report this to Bob?
Edit2: This is with factorio 1.1.49 on Win10/21H2
by catpig
Mon Dec 20, 2021 12:07 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1229759

Re: Bugs & FAQ

Thanks for all the great work :) Unfortunately I have a little bug since the updates I pulled about 14h ago: 72.417 Loading mod angelsexploration 0.3.12 (data-updates.lua) 72.455 Error ModManager.cpp:1577: Failed to load mod "angelsexploration": ...gelsexploration__/prototypes/overrides/bi...
by catpig
Thu Jun 04, 2020 1:04 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1229759

Re: Bugs & FAQ

Think that's coming from the combination of AAI and angels tech overhaul, try disabling AAI, if it still occurs? Thanks, turning off aai-industry also works. Less of an issue than losing the Angel things, especially in an existing game, but should I report it over in their support? Edit: Oh, and sp...
by catpig
Thu Jun 04, 2020 12:44 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1229759

Re: Bugs & FAQ

Think that's coming from the combination of AAI and angels tech overhaul, try disabling AAI, if it still occurs? Thanks, turning off aai-industry also works. Less of an issue than losing the Angel things, especially in an existing game, but should I report it over in their support? Edit: Oh, and sp...
by catpig
Thu Jun 04, 2020 12:07 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1229759

Re: Bugs & FAQ

Hello, I'm having an issue with a tech cycle: https://i.imgur.com/lmJHaRe.png Since I run about a million mods I figured I should figure out what mod(s) cause it first, which is why it took me a while to investigate this, so I'm not sure when the problem first occurred, but I think it was a few week...
by catpig
Sun Mar 31, 2019 11:57 am
Forum: Not a bug
Topic: [Fixed][0.17.4] Pollution factor setting or map string don't work
Replies: 2
Views: 976

Re: [0.17.4] Pollution factor setting or map string don't work

Sorry for the late reply, I had wrong (for me) forum settings. But I did see something in the changelog where I thought "hey, that might've fixed my bug". I just tried to reproduce myself and can't anymore either so this can be moved to resolved. Thanks!

Edit: I edited the title
by catpig
Sun Mar 31, 2019 11:46 am
Forum: Won't fix.
Topic: [0.17.6] Items not moving on belt
Replies: 4
Views: 2824

Re: [0.17.6] Items not moving on belt

Sorry for the very late reply. I guess the cause of getting this bug originally was that a mod update or change I made caused the quirk to appear. @BenSeidel Not aware of any console command for this. For me it appears to have helped to turn off the mods and turn them back on. I realise this explana...
by catpig
Tue Mar 05, 2019 8:58 pm
Forum: Won't fix.
Topic: [0.17.6] Items not moving on belt
Replies: 4
Views: 2824

Re: [0.17.6] Items not moving on belt

Okay, I reactivated the mods (through the sync from savegame feature) and now the problem has gone away. But if you want me to try something to further investigate this please let me know.

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