Search found 69 matches

by vaderciya
Sat Jun 25, 2016 7:10 am
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 50063

Re: Friday Facts #143 - Nat Punching Again

Ghoulish wrote:Will .13 break the majority of mods?
Not necesarrily, usually mods only break if the components they're based on has coding changes. Like if you have bobs mods.

Where as if you add a mod that adds something completely seperate, you should be fine.
by vaderciya
Sat Jun 18, 2016 9:16 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 50063

Re: Friday Facts #143 - Nat Punching Again

I think we really need to have a session or forum where the devs listen to the collective opinon on the late game and enemies in factorio, because they've announced that there really won't be that much more added or changed to factorio, specifically, that they want to refrain from adding as many ent...
by vaderciya
Sat Jun 18, 2016 9:12 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 50063

Re: Friday Facts #143 - Nat Punching Again

I'm a little jaded with factorio. I was playing it a week ago, and I got to the point where the game couldn't run anymore because there were too many things going on. But there wasn't enough production to build the (vanilla) items I needed at a less than snail's pace. I have a good, beefy computer ...
by vaderciya
Fri Jun 17, 2016 5:17 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 50063

Re: Friday Facts #143 - Nat Punching Again

I just want the end game to actually mean something ): It's like we put all this work and stuff into the game, and that's great! But then it just... ends... It is disappointing to have a game as awesome and fulfilling as factorio to just have this placeholder rocket as the so cold end game.. And we ...
by vaderciya
Fri Jun 17, 2016 5:12 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 50063

Re: Friday Facts #143 - Nat Punching Again

I got super excited today expecting factorio to release it's next version, but as usually it was postponed again. I'm not mad or anything about that, I somewhat expected it like always. I'm a little jaded with factorio. I was playing it a week ago, and I got to the point where the game couldn't run...
by vaderciya
Fri Jun 17, 2016 4:37 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 50063

Re: Friday Facts #143 - Nat Punching Again

I got super excited today expecting factorio to release it's next version, but as usually it was postponed again. I'm not mad or anything about that, I somewhat expected it like always. I'm a little jaded with factorio. I was playing it a week ago, and I got to the point where the game couldn't run ...
by vaderciya
Fri Jun 03, 2016 7:57 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 80679

Re: Friday Facts #141 - Mod Portal

That is a sexy ass locomotive, I love it!!!!
Even more reasons to use trains :)
by vaderciya
Fri Apr 15, 2016 2:44 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 207068

Re: Friday Facts #128 - Back down to earth

Ugh this thread... too many weird people talking about weird things that aren't even related to the point of the post anymore...
by vaderciya
Fri Apr 15, 2016 2:29 pm
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 68
Views: 37269

Re: Friday Facts #134 - Signal placement indicator

I just want these thing now ;-;
by vaderciya
Tue Mar 29, 2016 9:05 pm
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 57259

Re: Friday Facts #131 - Roadmap shuffle

I would definitely like it if they added at least the features to support fluid wagons in mods natively (without the current hacks) even if the art and such weren't finished. for example by letting the mod select which type of entity it represents and for select entities letting it be active while ...
by vaderciya
Tue Mar 29, 2016 5:55 am
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 117464

Re: Friday Facts #120 - Spidertron

Marconos wrote:
_aD wrote:
themightygugi wrote:Why put effort into building more vehicles when we rarely use the ones that already exist?
I use the car, tank and trains all the time.
So you are the one. :lol:
I also use the car and tank alot, but as long as you're not playing with the easiest setting you pretty much have to use trains
by vaderciya
Tue Mar 29, 2016 5:43 am
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 57259

Re: Friday Facts #131 - Roadmap shuffle

I just want to know if achievements will still be in the non-steam version. In no way a game-changer, but it would be a nice, small little thing to have. Definitely. Hey kovarex, do you know if getting vehicles (tank and car) to be able to drive in an actual straight line could be somewhere on the ...
by vaderciya
Tue Mar 29, 2016 5:36 am
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 57259

Re: Friday Facts #131 - Roadmap shuffle

all these things are great, and we appreciate them, but honestly, a better mining drill is one of the easiest to code things ever. You could even be lazy and take a modders pre codded one, and just change it a little. still love everything else, but it seems like we need less shiny things, more fun...
by vaderciya
Sun Mar 27, 2016 1:51 am
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 57259

Re: Friday Facts #131 - Roadmap shuffle

all these things are great, and we appreciate them, but honestly, a better mining drill is one of the easiest to code things ever. You could even be lazy and take a modders pre codded one, and just change it a little. still love everything else, but it seems like we need less shiny things, more func...
by vaderciya
Tue Mar 15, 2016 6:18 am
Forum: Mods
Topic: [MOD 0.11.14+] Blueprint String
Replies: 35
Views: 74370

Re: [MOD 0.11.14+] Blueprint String

Hey guys, when I click save all I get an error: Notice Error while running event handler: _ _blueprint-string_ _/control.lua:155: LuaGameScript doesn't contain key makefile What do I do? It doesn't look like anybody else has had this error. I'm running the latest stable version, and im using some mo...
by vaderciya
Sun Mar 13, 2016 11:05 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 136482

Re: Friday Facts #129 - The late game

I want literally everything in this FFF, but also some actual late game somethings. Something a bit better than just "build this expensive rocket that serves no purpose"
by vaderciya
Tue Mar 08, 2016 11:22 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 207068

Re: Friday Facts #128 - Back down to earth

I don't know about the loaders, I see both good and bad things. Perhaps I'd feel differently if they weren't being brought up so late in development?
by vaderciya
Sun Feb 14, 2016 5:19 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 89832

Re: Friday Facts #125 - Achievements

Couple of throughts: * Fire - NICE. i like it. But as it is trees are getting rare at some point. TIme for some growth mechanism? Have a background thread regularly plant new trees close to existing ones? Something like that. Without that - this is a nice mechanic that will see limited use. And no,...
by vaderciya
Sun Feb 14, 2016 5:11 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 89832

Re: Friday Facts #125 - Achievements

I'm also in favor of a "no crafting" chiev, where you start with a basic assembler, 2 boilers, 2 inserters, 1 steam engine, 1 burner drill, 1 stone furnace, and an iron pickax(and you can't craft anything in your pocket). I do believe you need either a level 3 assembler or an oil refinery...
by vaderciya
Sun Feb 14, 2016 4:38 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 95150

Re: Treefarm Download

Are there two forks of TreeFarm right now? Indeed there are. Which one should I use? Is one of them less up-to-date with the most recent Factorio builds and/or less compatible with Treefarm-AC? ... I need treefarm to work so I can have lots of wood for bob's mods Regarding Bob's Mods, the "int...

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