Aww, you made my pink look less pink :/
But the high resolution does look really nice!
Search found 25 matches
- Sun Nov 26, 2017 6:03 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 40741
- Fri Sep 02, 2016 3:25 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 355567
Re: [MOD 0.13.20] Robot Army. 0.2.2
Would be nice if you decreased the physical resistance of rocks so flamebots wouldn't get stuck.
In vanilla the rocks have 100% fire resistance and can thus not be destroyed by flamebots.
In vanilla the rocks have 100% fire resistance and can thus not be destroyed by flamebots.
- Sat Aug 27, 2016 7:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 63152
Re: [MOD 0.12.x] Finite Water
Yeah. The mod is broken and needs to be remade. I'm only a script kiddie and have no idea how what kind of task it would take to remake this mod although I would like having this mod.
- Sat Aug 27, 2016 3:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 63152
Re: [MOD 0.12.x] Finite Water
Doesn't matter.
{
"name": "finitewater",
"version": "1.0.2",
"title": "Finite Water",
"author": "Luke Perkin",
"contact": "",
"www": "www.locogame.co.uk",
"description": "Offshore pumps slowly drain lakes until they are removed entirely.",
"dependencies": ["base >= 0.12.11"]",
"factorio_version ...
{
"name": "finitewater",
"version": "1.0.2",
"title": "Finite Water",
"author": "Luke Perkin",
"contact": "",
"www": "www.locogame.co.uk",
"description": "Offshore pumps slowly drain lakes until they are removed entirely.",
"dependencies": ["base >= 0.12.11"]",
"factorio_version ...
- Sun Aug 14, 2016 6:18 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 258593
Re: Uranium Power
Loving the mod so far. Exactly what I have been needing.
But I have a problem where the steam generator doesn't make steam fast enough.
Got another 72MW reactor running without a problem. But now this happen to another 72MW reactor with 2 30MW turbines.
Any advice?
But I have a problem where the steam generator doesn't make steam fast enough.
Got another 72MW reactor running without a problem. But now this happen to another 72MW reactor with 2 30MW turbines.
Any advice?
- Wed Jul 20, 2016 10:25 am
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 63152
Re: [MOD 0.12.x] Finite Water
Probably just add "factorio_version": "0.13", to the info.json. That's why most mods broke in version 13.Factorio2016 wrote:+1Any chance to update ?
- Wed Jul 06, 2016 2:26 pm
- Forum: Mods
- Topic: [MOD 0.12.X] RSO Radar!
- Replies: 3
- Views: 29847
Re: [MOD 0.12.X] RSO Radar!
added "factorio_version": "0.13" to info.json to make it work with version 13.
Also, please upload the mod to factoriomods so we can download mod directly from within factorio.

Also, please upload the mod to factoriomods so we can download mod directly from within factorio.
- Tue Jun 14, 2016 2:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 63152
Re: [MOD 0.12.x] Finite Water
Greetings!
First off - This is great mod in my opinion. But I have serious issues and performance drops because of Finite water. Let me explain. First issue appears sometimes when I am trying to remove pump from dry land - game crashes. Unfortunalely there is nothing I can send and show here ...
First off - This is great mod in my opinion. But I have serious issues and performance drops because of Finite water. Let me explain. First issue appears sometimes when I am trying to remove pump from dry land - game crashes. Unfortunalely there is nothing I can send and show here ...
- Fri Apr 29, 2016 3:26 pm
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 50683
Re: Friday Facts #136 - Map Transfers
What, no fancy pictures showing the difference between the new and old transfer protocol D:
- Tue Mar 01, 2016 8:43 pm
- Forum: Ideas and Requests For Mods
- Topic: [request] rebalance effeciency modules
- Replies: 0
- Views: 881
[request] rebalance effeciency modules
Would like a mod that decreases the speed of a building when you insert efficiency modules.
I think efficiency modules are way too over powered as they are now. And slower buildings means that I need more of them. Which makes for a bigger factory.
I think efficiency modules are way too over powered as they are now. And slower buildings means that I need more of them. Which makes for a bigger factory.
- Thu Feb 11, 2016 8:42 am
- Forum: Not a bug
- Topic: 12.22 incorrect wires when using blueprint
- Replies: 5
- Views: 12545
Re: 12.22 incorrect wires when using blueprint
My brain might have been fried from the hours I played yesterday.
Gonna check up on it when I play today.
Gonna check up on it when I play today.
- Thu Feb 11, 2016 8:17 am
- Forum: Not a bug
- Topic: 12.22 incorrect wires when using blueprint
- Replies: 5
- Views: 12545
Re: 12.22 incorrect wires when using blueprint
Your blueprint is horizontally symmetric, of course they will not change horizontal position.
If you look closely, they did change vertically.
The wires should remain at the same outputs and inputs regardless of how you rotate the blueprint.
Otherwise it hardly matters when you have to set up ...
If you look closely, they did change vertically.
The wires should remain at the same outputs and inputs regardless of how you rotate the blueprint.
Otherwise it hardly matters when you have to set up ...
- Thu Feb 11, 2016 6:36 am
- Forum: Not a bug
- Topic: 12.22 incorrect wires when using blueprint
- Replies: 5
- Views: 12545
12.22 incorrect wires when using blueprint
Red and green wires are not rotated when the blueprint they are attached to is rotated.
Red and green wires thus remain in the same position even though the things they are now attached to is not the same as in the original blueprint.
Red and green wires thus remain in the same position even though the things they are now attached to is not the same as in the original blueprint.
- Mon Feb 08, 2016 9:10 am
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 63228
Re: Version 0.12.22
Steam release on 25th of Feb 2016.gacek wrote:Hey, Anyone know, if there is any ETA of 0.13? Will it be this month or in 3 months?
- Fri Feb 05, 2016 10:27 pm
- Forum: News
- Topic: Friday Facts #124 - Steam Status I
- Replies: 121
- Views: 119220
Re: Friday Facts #124 - Steam Status I
Please do what you can to promote the factorio guide. Especially in the places that people can buy the game. maybe even make a bundle that include the guide. although I know that it is not you, the developers, that is creating it.
- Thu Jan 28, 2016 9:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 101925
Re: [MOD 0.12.x] Factorio Maps
https://drive.google.com/open?id=0B4kQ1 ... 2gwd2xfaUk
Using version 12.21
playing with the following mods https://drive.google.com/file/d/0B4kQ14 ... sp=sharing
Using version 12.21
playing with the following mods https://drive.google.com/file/d/0B4kQ14 ... sp=sharing
- Wed Jan 27, 2016 9:00 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 101925
Re: [MOD 0.12.x] Factorio Maps
I continue to get a "Max zoom break" as error. and no images in the images folder in script output.
Doesn't matter what settings I use.
Doesn't matter what settings I use.
- Mon Jan 25, 2016 2:28 am
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 63228
Re: Version 0.12.22
Yeah. they are probably all just botsRanakastrasz wrote:This Capitcha discussion really doesn't belong in this thread.

- Sun Jan 24, 2016 9:58 pm
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 63228
Re: Version 0.12.22
anyone having desyncs in the new version?
- Sat Jan 23, 2016 12:34 pm
- Forum: Gameplay Help
- Topic: Pumps are being...odd
- Replies: 15
- Views: 31449
Re: Pumps are being...odd
Never had much luck joining and splitting pipes. So have just avoided it all together.
But according the the other forum post. 1 pump can only pump 30 fluids/sec. So even if it would work the pump might be a bottleneck.
But according the the other forum post. 1 pump can only pump 30 fluids/sec. So even if it would work the pump might be a bottleneck.