Search found 435 matches
- Mon Feb 02, 2015 10:17 am
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131200
Re: [0.11.13] RoadWorks 2.0.0
I haven't gotten to reimplementing character speed boosts yet. There were some bugs with the last implementation and I need to make it MP compatible too. If the vehicle speed boosts work in MP, the player boosts should hopefully be in soon.
- Sun Feb 01, 2015 7:02 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131200
Re: [0.11.13] RoadWorks 2.0.0
I tried to make it MP compatible, but I'm not sure whether it actually works because I have no way to test it.
- Sun Feb 01, 2015 3:22 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131200
Re: [0.11.13] RoadWorks 2.0.0
Alright, no more waiting, there has been enough already. Version 2.0.0 released 2.0.0 (0.11.13) - Mod updated for Factorio 0.11.13 - Rewrote the pavement system to use entities instead of tiles > Balance changes: - Cobblestone paths are now cheaper - Asphalt pieces require less heavy oil > Bugfixes:...
- Sat Jan 31, 2015 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Splitting off one side of a belt
- Replies: 9
- Views: 9319
Re: Splitting off one side of a belt
I wish there was an actual, proper way to do this. Using an underground belt that way just feels... wrong to me.
- Sat Jan 31, 2015 9:59 am
- Forum: News
- Topic: Friday Facts #71 - To the stars
- Replies: 61
- Views: 45046
Re: Friday Facts #71 To the stars
Well, the image is 9x11, but the actual building might be smaller, likely 9x9 or 9x10. Remember that power poles are only 1x1 even though they are much taller than just 32 pixels.
- Fri Jan 30, 2015 11:11 pm
- Forum: News
- Topic: Friday Facts #71 - To the stars
- Replies: 61
- Views: 45046
Re: Friday Facts #71 To the stars
nice graphics and all, but that isn't going to replace a bad idea. still not convinced about the end game stuff. will wait until its released before i condemn the devs. Well, if I remember right, they did say that building a ship and leaving is still not the final version of the endgame and it does...
- Fri Jan 30, 2015 11:02 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131200
Re: [0.10.3] RoadWorks 1.06 + Soundless version
I can't say I'm surprised the mod is seen as dead, considering how long it has been since last update. But it's not, even though it wasn't progressing as fast as I would have hoped. In fact, the next version is almost ready for release - from a gameplay standpoint it works, roads are in as well as t...
- Sat Jan 03, 2015 4:02 pm
- Forum: General discussion
- Topic: Do you sometimes get annoyed at train stop names?
- Replies: 11
- Views: 5050
Re: Do you sometimes get annoyed at train stop names?
Personally I love the backer names used for stations, and I wish they played greater role with trains as well (so that you could name trains and see that name on the minimap). For me, it just wouldn't be nearly as memorable if I saw "Bottesford" or "New Margate" instead of "...
- Sat Jan 03, 2015 9:49 am
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 29654
Re: Friday Facts #67 - Happy new year
We would like to do something like the floors mod. It shouldn't be so hard to do, and it adds a lot to the variability and personification of the factories. In the start, the floors will have mainly aesthetic effect, and they will affect the running/driving speed. Darn, and I just spent so much tim...
- Wed Dec 31, 2014 11:58 pm
- Forum: Modding help
- Topic: Modifying ammo count
- Replies: 4
- Views: 1430
Re: Modifying ammo count
Commands for that were added in 0.11, so it's a rather new feature and most likely undocumented yet. You'll most likely have to ask the devs.
- Wed Dec 31, 2014 7:31 pm
- Forum: Modding help
- Topic: A VERY noobish question
- Replies: 4
- Views: 1868
Re: A VERY noobish question
Load a map in the map editor and save as scenario. If you mean an in-progress map, then the only way to do so without some extensive cheating would be to reveal new chunks, maybe. Adding and removing ore deposits from maps is one of the less mod-friendly moddable aspects. Wrong, you can regenerate ...
- Tue Dec 30, 2014 9:05 pm
- Forum: Gameplay Help
- Topic: Stack spliting
- Replies: 20
- Views: 20054
Re: Stack spliting
You can turn off automatic inventory sorting in options. Your inventory will be a mess, but it's the only way without using a chest.
- Tue Dec 30, 2014 4:23 pm
- Forum: General discussion
- Topic: Copyright Claims On Music
- Replies: 9
- Views: 5944
Re: Copyright Claims On Music
Hm, I've not had this problem(yet) but surely appealing the claim with proof the music is creative commons should be enough to make it go away? It is, but it takes time before the request is processed, days at best and weeks at worst. And then, they can immediately make that claim again if they so ...
- Tue Dec 30, 2014 9:01 am
- Forum: Ideas and Suggestions
- Topic: New player some suggestions
- Replies: 4
- Views: 1946
Re: New player some suggestions
Welcome to the forums, Bluehasia! Just out of curiosity, are you on dA? The name is familiar, and so is your avatar. after playing and taken advantage of how tracks have two sides. but always finding it silly how i have to do set ups bigger than needed to make items be forced to one side of the trac...
- Mon Dec 29, 2014 5:31 pm
- Forum: General discussion
- Topic: On biter difficulty
- Replies: 9
- Views: 4274
Re: On biter difficulty
I'm pretty sure you're joking about tank being "mid game" ... Or perhaps your definition of "midgame" is rather extravagant. Yes, we definitely see this differently. For me, midgame starts with oil production, and the first thing that comes with that is automating blue science. ...
- Mon Dec 29, 2014 9:37 am
- Forum: General discussion
- Topic: Fired up Factorio again - a most excellent game IMO
- Replies: 10
- Views: 3447
Re: Fired up Factorio again - a most excellent game IMO
Indeed, the second or third experimental build is usually already playable enough to have a great game experience, and patches fix the rare or minor bugs and add features that couldn't make it into the first release. The stable release is definitely on par or better than the vast majority of release...
- Mon Dec 29, 2014 9:12 am
- Forum: General discussion
- Topic: On biter difficulty
- Replies: 9
- Views: 4274
Re: On biter difficulty
Wait, what? I can't agree with that at all. In early game, all you need is any armor and an SMG with piercing rounds (unless your name is Zisteau and the game throws big worms right next to your base), in mid game you have the tank, which is blue science but very cheap both to research and build, an...
- Mon Dec 29, 2014 8:26 am
- Forum: Modding help
- Topic: Kill player
- Replies: 3
- Views: 6268
Re: Kill player
Oh! Another person working on a bridge mod, I see? I hope you'll do better than me, I currently somehow got Factorio crash randomly and I have no idea how. You are doing this by changing water tiles to some temporary walkable tiles of yours that you remove when you destroy the bridge, right? If so, ...
- Sun Dec 28, 2014 6:03 pm
- Forum: Modding help
- Topic: Need help with energy/force field
- Replies: 4
- Views: 1562
Re: Need help with energy/force field
It definitely is possible with some fakery. You could make each of the poles an accumulator type entity and subtract amount of power it uses when it charges. Another option would be to have an invisible assembler that a script would create whenever one of the poles is placed and which would simulate...
- Sun Dec 28, 2014 12:24 pm
- Forum: General discussion
- Topic: 0.12 New Circuit stuff (from the FF)
- Replies: 11
- Views: 8496
Re: 0.12 New Circuit stuff (from the FF)
I really hope we'll have timers and something akin to train (and car) pressure plates in addition to what was mentioned in FF. That way, we could finally make safe train crossings! I have some difficulties grasping what this ("light-based progress bar indicator") exactly means and how one ...