Lofwyr wrote:
I explored as far as possible but can't go further because Radar I is missing.
Hi Lofwyr.
Is this with new version or old 1.0.2 version?
Lofwyr wrote:
I explored as far as possible but can't go further because Radar I is missing.
Hi Lofwyr.
Is this with new version or old 1.0.2 version?
Good to know thanks for the info Warrenc!
Gmo gives you more yield and pesticide increases harvesting speed. The buttons on the greenhouse will tell you this also, if you hover over them. π


warrenc wrote:
Trucks will leave garage and non stop, turn around and go right back in. Not affecting game play that I can tell but, its a bit annoying.
That's weird. can you send me your save so i can take a look at it since i do not have that problem.
Also are you on 0.8.5 or stable build?
FactorioPlayer wrote:
Moriarty wrote:
FactorioPlayer wrote:
Thank you very much, you never disappoint!π
No problem. It will come with todays update batch! π
Hello, I found a problem: After enabling this feature, the elevation of the pipeline has become slanted (like a conveyor belt), whereas it was vertical before.

FactorioPlayer wrote:
Thank you. I wish you a happy life
Making progress π


Zafaron wrote:
I'm not sure if it's possible, but a drag select would be useful for these boosts, or even something like the logistics zone, but for boosts. So you could drag a square around a set of buildings and then the boosts would apply to applicable buildings in there, or the applicable buildings would be grouped and you could adjust the settings individually from within the group maβ¦
Yes please! Let us sort by time posted instead. So annoying having to scroll the list every time and to squint and see if some threads have updates in them or not.
cowcannon wrote:
love how it is basically all the byproducts that generate and get used together. I don't like the decimal output and the fact the boiler recipe conjures steam from nothing. If its input and output were converted to the regular time and batch size, and the creation matched some ratio the boiler used or having this be burned in the incineration plant would be a more suitable oβ¦
When i try to move a topic made in wrong mod thread, as example on image under from gameplay problems/improvment to recipes++ second image under. It gives me this error. Am i doing something wrong or is this a bug?

![image.png](/content-images/0b267af645dd378debccff41fa4015ea466ac1aa16a8β¦
Hashishish wrote:
ok, sorry about that, thank you
No worries! Hope you have fun with new version! π
warrenc wrote:
When I fill an area set to dump using the fill tool under sandbox mode, I select dirt but it fills with both dirt and rock. Mixes type. Am I doing something wrong or is this intended? I want it to fill it with dirt. Not rock and dirt. Or at least have it fill with rock up to 2 levels below the set level then top it off with dirt maybe? Thanks for all your efforts. This is aaβ¦
Hashishish wrote:
System.MissingMethodException: Method not found: void Mafi.Core.Population.PopNeedProto..ctor(Mafi.Core.Prototypes.Proto/ID,Mafi.Core.Prototypes.Proto/Str,Mafi.Upoints,Mafi.Core.Population.UpointsCategoryProto,System.Nullable
1<Mafi.Core.Population.PopNeedProto/HealthData>,System.Nullable1<Mafi.Core.PropertiesDb.PropertyId1<Mafi.Percent>>,System.Nullable1<Mafi.Core.Prβ¦
Captain Marek wrote:
Mods have optional dependencies, specified in the manifest as
optional_mod_dependencies, is that what you are looking for?
Sorry late reply! No i was meaning on hub page for the mod. To maybe add an extra button "soft dependencies" to let users know its optional and what it means if they combine the mods together. This gives the user more information.![image.png](/conteβ¦
ytbcesd wrote:
I've already joined the channel, but the English in there is giving me a real headache.
I think i found you see DM
ytbcesd wrote:
Just a momentβI might need to log back into Discord, since I haven't used it in a long time.
Please do it will be so much more easy to communicate and send files
I have same name and avatar there. π