Search found 25 matches

by Woehler
Sun Nov 26, 2017 6:03 pm
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 32730

Re: Friday Facts #218 - Import bpy, Export player

Aww, you made my pink look less pink :/
But the high resolution does look really nice!
by Woehler
Fri Sep 02, 2016 3:25 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282220

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.
by Woehler
Sat Aug 27, 2016 7:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 56802

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.
by Woehler
Sat Aug 27, 2016 3:05 pm
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 56802

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": ...
by Woehler
Sun Aug 14, 2016 6:18 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 223343

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?
by Woehler
Wed Jul 20, 2016 10:25 am
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 56802

Re: [MOD 0.12.x] Finite Water

Factorio2016 wrote:
Any chance to update ?
+1
Probably just add "factorio_version": "0.13", to the info.json. That's why most mods broke in version 13.
by Woehler
Wed Jul 06, 2016 2:26 pm
Forum: Mods
Topic: [MOD 0.12.X] RSO Radar!
Replies: 3
Views: 29127

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.
by Woehler
Tue Jun 14, 2016 2:55 pm
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 56802

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. Secon...
by Woehler
Fri Apr 29, 2016 3:26 pm
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 41994

Re: Friday Facts #136 - Map Transfers

What, no fancy pictures showing the difference between the new and old transfer protocol D:
by Woehler
Tue Mar 01, 2016 8:43 pm
Forum: Ideas and Requests For Mods
Topic: [request] rebalance effeciency modules
Replies: 0
Views: 677

[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.
by Woehler
Thu Feb 11, 2016 8:42 am
Forum: Not a bug
Topic: 12.22 incorrect wires when using blueprint
Replies: 5
Views: 12069

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.
by Woehler
Thu Feb 11, 2016 8:17 am
Forum: Not a bug
Topic: 12.22 incorrect wires when using blueprint
Replies: 5
Views: 12069

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 all t...
by Woehler
Thu Feb 11, 2016 6:36 am
Forum: Not a bug
Topic: 12.22 incorrect wires when using blueprint
Replies: 5
Views: 12069

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.
by Woehler
Mon Feb 08, 2016 9:10 am
Forum: Releases
Topic: Version 0.12.22
Replies: 58
Views: 58770

Re: Version 0.12.22

gacek wrote:Hey, Anyone know, if there is any ETA of 0.13? Will it be this month or in 3 months? ;)
Steam release on 25th of Feb 2016.
by Woehler
Fri Feb 05, 2016 10:27 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 107765

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.
by Woehler
Wed Jan 27, 2016 9:00 pm
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 93837

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.
by Woehler
Mon Jan 25, 2016 2:28 am
Forum: Releases
Topic: Version 0.12.22
Replies: 58
Views: 58770

Re: Version 0.12.22

Ranakastrasz wrote:This Capitcha discussion really doesn't belong in this thread.
Yeah. they are probably all just bots ;)
by Woehler
Sun Jan 24, 2016 9:58 pm
Forum: Releases
Topic: Version 0.12.22
Replies: 58
Views: 58770

Re: Version 0.12.22

anyone having desyncs in the new version?
by Woehler
Sat Jan 23, 2016 12:34 pm
Forum: Gameplay Help
Topic: Pumps are being...odd
Replies: 15
Views: 30538

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.

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