Search found 51 matches

by Quazar
Thu Aug 16, 2018 11:31 pm
Forum: Ideas and Suggestions
Topic: Reset autosave timer on save/load
Replies: 7
Views: 2264

Reset autosave timer on save/load

"OK kids it's time for another episode of Building the Megabase!" (clicks load and waits) "In today's session we're going to fix all the problems, starts with this one right here" (zooms in and prepares to begin playing) "First we're gonna... wait while the world is autosave...
by Quazar
Fri Aug 03, 2018 7:49 pm
Forum: General discussion
Topic: Best Factorio feature
Replies: 15
Views: 5853

Re: Best Factorio feature

Roboports + Construction Bots Radar + logisics depot = remote building, so cool.
by Quazar
Tue Mar 20, 2018 12:58 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 240946

Re: [MOD 0.12.x] Autofill

It seems broken. I'm running 2.0.1 with Factorio 0.16.31 (happy to provide more details) 21.099 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value) 21.192 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/chang...
by Quazar
Fri Mar 09, 2018 12:03 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Dude, where's my car?
Replies: 6
Views: 3088

Re: [Request] Dude, where's my car?

maybe I could dust off my Dude, where's my car mod!
PLEASE!!
by Quazar
Sat May 14, 2016 4:38 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 98378

Re: [MOD 0.12.20+] Homeworld

[A message came through the portal today, wow] To our esteemed hero: Thanks to you our world is saved! After relying on you for generations we recently received your shipment of the rocket silo required for our people to return to space; sufficient terraformers to create a new eden over the scarred ...
by Quazar
Mon May 09, 2016 4:16 pm
Forum: Show your Creations
Topic: My take, on modular factories
Replies: 4
Views: 2875

Re: My take, on modular factories

Maybe I'm missing something... is this plan one-dimensional? This looks like it'd be hard to scale up, unlike a two-directional layout with branches for the assemblers.

Good on ya for trying something new, let us know how it goes!
by Quazar
Mon May 09, 2016 4:03 am
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 98378

Re: [MOD 0.12.20+] Homeworld

You could try what I did, maybe you already saw it... use FARL to make a bridge over some new water with fishies... http://i.imgur.com/PSD5oJd.png Don't do it the way I did it, only put the fisheries on one side or at least spread them out more (so they don't compete and kill the fish unnecessarily,...
by Quazar
Sun May 08, 2016 6:02 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 98378

Re: [MOD 0.12.20+] Homeworld

Yikes it's like how a spawner won't do anything in Minecraft unless you're standing in or near the chunk? The issue doesn't seem to be directly about yield but more about reproduction. I could be wrong but it seems if the fish don't replace themselves more often, the fishery will consume them until ...
by Quazar
Fri May 06, 2016 5:44 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 98378

Re: [MOD 0.12.20+] Homeworld

Wanted to share my solution to Luxury Meals and see what you guys think. Almost 1.4k tuna casserole per minute. The bakeries don't really need all that speed but (as with everything) we didn't tune those but just made too many to be sure :lol: Requires 6 arms at the portal so that part is fun too si...
by Quazar
Fri May 06, 2016 5:35 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 98378

Re: [MOD 0.12.20+] Homeworld

I almost can't comment on the fish. I got frustrated and punted, edited the config to basically take most of the randomness out of the equation. Now I can walk across my ocean on the backs of this most basic food product. @alexgor I didn't see what you describe, except the "there are no fish&qu...
by Quazar
Thu May 05, 2016 9:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.33] [P] Crash "trying to disconnect circuit connector"
Replies: 1
Views: 1400

[0.12.33] [P] Crash "trying to disconnect circuit connector"

0.004 2016-05-05 14:35:59; Factorio 0.12.33 (Build 18092, mac, alpha) 0.004 Operating system: Mac OS X 10.11.4 0.004 Program arguments: "/Applications/factorio.app" 0.004 Read data path: /Applications/factorio.app/Contents/data 0.004 Write data path: /Users/.../Library/Application Support/...
by Quazar
Fri Apr 29, 2016 12:01 am
Forum: Releases
Topic: Version 0.12.31
Replies: 20
Views: 24299

Re: Version 0.12.31

by Speadge Β» Tue Apr 26, 2016 8:58 pm

Blueprints are out of place after turning them once. Even new created ones
Mee too :( http://imgur.com/m03dOkt
by Quazar
Thu Apr 28, 2016 6:34 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 344238

Re: [MOD 0.12.31] Orbital Ion Cannon 1.1.0

Oh my goodness, putting this on the must-try list for my next planet! Personally I have no trouble with OP mods, that one needs to work to set up.

Currently enjoying Depleted Uranium Rounds with the occasional Nuke Shell for grins, but this looks even better that way 8-)
by Quazar
Thu Apr 28, 2016 6:26 pm
Forum: Mods
Topic: [MOD 0.12.x] Aircraft
Replies: 65
Views: 105093

Re: [MOD 0.12.x] Aircraft

Enjoying the heck out of this mod and looking forward to the next version ;)
by Quazar
Thu Apr 28, 2016 6:15 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 98378

Re: [MOD 0.12.20+] Homeworld

@Bushdoctor your seeder seems legit. What if you give it more tree programs? And, it doesn't spin at all, or it spins but no trees come out? There was an issue with the latter. FWIW I'm running the test candidate and have no complaints. I'd stop and do some rigorous Q/A but my homeworld is a little ...
by Quazar
Mon Apr 25, 2016 1:14 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 98378

Re: [MOD 0.12.20+] Homeworld

When the Farm is clicked it should show Soil Richness, Air Purity and Yield... I've definitely seen a couple that wouldn't display this info. I blew them up and placed elsewhere, good to go.

I wonder if that's the case for your non-producer?
by Quazar
Sun Apr 24, 2016 5:23 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 98378

Re: [MOD 0.12.20+] Homeworld

Has anyone found a solution to sustainable fishing? I thought I had it with a long bridge and periodic nets, but even this has turned out over time to be insufficient. http://imgur.com/PSD5oJd EDIT: Looking at the code, there's a penalty for having the fisheries too close together, and of course not...
by Quazar
Sat Apr 23, 2016 9:48 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 98378

Re: [MOD 0.12.20+] Homeworld

Until the owner comes back around, you can fix 1.1.0 with a one-line change to seeder.lua diff actors/seeder.lua_DIST actors/seeder.lua 16c16 < if inventory[1] then --- > if inventory[1].valid_for_read then ... at least this worked for me, doesn't crash anymore. It doesn't address the issue where th...
by Quazar
Sat Apr 23, 2016 9:45 pm
Forum: Modding help
Topic: LuaItemStack was invalid
Replies: 4
Views: 1950

Re: LuaItemStack was invalid

The fix worked like a charm, and even better... thank you for the mod dev clues!
by Quazar
Sat Apr 23, 2016 12:58 am
Forum: Modding help
Topic: LuaItemStack was invalid
Replies: 4
Views: 1950

Re: LuaItemStack was invalid

I'm about nowhere with mod dev... so it should be if inventory[1].valid_for_read() then Is that correct? I appreciate the help. My issue is the mod dev enviro, I'm struggling with issues like not having to restart the whole game to make a change, and being sure the change is active in the current en...

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