Search found 7 matches

by tekbot
Tue Dec 12, 2017 9:49 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 94646

Re: Friday Facts #220 - The best Friday Facts ever

...

Why dont you just keep a train on you? Thats waaay easier.
...

If I need a train, I simply steal the one that's going the closest to where I want to go and use manual mode. Although, I don't really have enough trains to make crashes a big issue...

Becasue my taxi trains have a cargo ...
by tekbot
Mon Dec 11, 2017 3:38 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 94646

Re: Friday Facts #220 - The best Friday Facts ever

I know the gui update was pushed to 0.17, but what about the trains "temporary stop" mechanic mentioned in https://www.factorio.com/blog/post/fff-212 ?
Control-clicking on any point on the locomotive's map (or any station) will add a 'Temporary stop' to it's schedule.
It sounds a little pointless ...
by tekbot
Mon Jun 20, 2016 2:09 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 59779

Re: Friday Facts #143 - Nat Punching Again

Once again my one month delay theory is proven! :D
be careful with theories like that, or you end up with https://developer.valvesoftware.com/wiki/Valve_Time

So far
exactly 18 weeks sounds about right, the way things are going.


But watch out or it might become 9 months later

I pray that we ...
by tekbot
Sat Jun 18, 2016 10:33 am
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 59779

Re: Friday Facts #143 - Nat Punching Again

on topic for this FF: personally I know how to forward a port and dont gain anything from nat punching. but then again there are still people who use hamachi and other #$☠*@! so evidently there is a need for it.

on topic of the off-topic aka 0.13: #$☠*@!

People, do you prefer to play a game ...
by tekbot
Mon Jun 13, 2016 8:39 pm
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 72971

Re: Friday Facts #142 - Playtesting

pr0n wrote:Are we there yet?
Don't make me turn this car formation update around!
by tekbot
Fri Apr 01, 2016 2:34 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 69063

Re: [MOD 0.12.x] K&L Inserters

aaand were back.

Thanks for the quick response.

unfortunately i cannot send PM's (yet), so ill have to abuse this thread instead.

I dont run the dedicated server we play on, so that would have to wait until tonight/tomorrow. I would be happy to assist though, so if you want we could try it out ...
by tekbot
Thu Mar 31, 2016 6:44 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 69063

Re: [MOD 0.12.x] K&L Inserters

First off thanks for the cool Mod.

A couple of friends and I started playing together and came across this error( /crash ):
1418.905 Error Util.cpp:58: Error while running the event handler: __K&L-Inserters__/control.lua:117: LuaEntity API call when LuaEntity was invalid.

Dedicated Server
Factorio ...

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