Search found 51 matches
- 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...
- 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.
- 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...
- 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?
PLEASE!!maybe I could dust off my Dude, where's my car mod!
- 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 ...
- 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!
Good on ya for trying something new, let us know how it goes!
- 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,...
- 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 ...
- 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...
- 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...
- 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/...
- Fri Apr 29, 2016 12:01 am
- Forum: Releases
- Topic: Version 0.12.31
- Replies: 20
- Views: 24299
Re: Version 0.12.31
Mee too http://imgur.com/m03dOktby Speadge Β» Tue Apr 26, 2016 8:58 pm
Blueprints are out of place after turning them once. Even new created ones
- 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
Currently enjoying Depleted Uranium Rounds with the occasional Nuke Shell for grins, but this looks even better that way
- 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
- 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 ...
- 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?
I wonder if that's the case for your non-producer?
- 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...
- 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...
- 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!
- 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...