Totally.Trangar wrote:Like
Search found 8 matches
- Tue Oct 20, 2015 1:53 pm
- Forum: Releases
- Topic: Version 0.12.12
- Replies: 17
- Views: 36216
Re: Version 0.12.12
- Mon Sep 28, 2015 7:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Ox] Calling clear_request_slot does not update inventory UI
- Replies: 1
- Views: 3252
[Ox] Calling clear_request_slot does not update inventory UI
When calling clear_request_slot from a script while the player inventory is open, the logistics request slot is not updated as being blank.
I have attached the code used. Once the One-shot Logistics Slots technology is researched, the top row logistics slots in the inventory will be automatically ...
I have attached the code used. Once the One-shot Logistics Slots technology is researched, the top row logistics slots in the inventory will be automatically ...
- Wed Sep 09, 2015 7:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
- Replies: 32
- Views: 26535
Re: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
I too would like to see support for modded radars. I tried out radar-two, but it has its own name for the various radars it adds, and the functionality is lost for thoes.
- Sun Jun 07, 2015 5:17 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 373156
Re: [MOD 0.11.13+] Treefarm REDUX
Just a very quick question - is there a way to alleviate the "popping" of the fields as they are close to the upper edge of the screen?
- Thu Oct 23, 2014 10:52 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 110570
Re: Bug Reports
Thanks for the report.
First of all fertilizer only affects the growing speed but not the output per seed. So that wasn't/ isn't a bug. Anyway there was a ug that fertilizer wasn't used in the mk1 fields and because of that didn't affect the growing time either.
I just released a bugfix that fixes ...
First of all fertilizer only affects the growing speed but not the output per seed. So that wasn't/ isn't a bug. Anyway there was a ug that fertilizer wasn't used in the mk1 fields and because of that didn't affect the growing time either.
I just released a bugfix that fixes ...
- Mon Oct 20, 2014 4:33 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 110570
Re: Bug Reports
I'm playing with Treefarm 1.1.9, but can't for the life of me see that Fertilizer is doing anything. I ran a test by placing 100 fertilizer in the fertilizer slot of a field, and 50 germlings. In a field next to it, I placed 50 germlings. I then ran the game at 10x speed until the tree farms were ...
- Fri Jul 11, 2014 5:41 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 144167
Re: [0.10.2] RoadWorks 1.05
Confirming the issue mentioned above with "Item stack count has to be a positive number". You can see a screenshot of this here: http://puu.sh/a6SrR/a4652e66eb.jpg
I haven't tried with the other types yet, but I could check those too.
I haven't tried with the other types yet, but I could check those too.
- Wed Feb 26, 2014 11:18 am
- Forum: Ideas and Suggestions
- Topic: Pipes 80% underground or longer segments
- Replies: 15
- Views: 9444
Re: Pipes 80% underground or longer segments
For me, limitations presented by belts, pipes, etc. in Factorio are what keeps it interesting. If you don't have to think about the consequences of putting down a pipe in that particular place, then the game has lost something.
Just my 2c.
While I agree with you saying it is part of the ...
Just my 2c.
While I agree with you saying it is part of the ...