
Search found 7 matches
- Sat Jun 03, 2017 6:55 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393622
Re: [MOD 0.13.17+] Rampant - 0.15.13
Thanks so much for the safe lamps! New stuff sounds interesting - keep up the good work 

- Fri Jun 02, 2017 6:01 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393622
Re: [MOD 0.13.17+] Rampant - 0.15.12
Thanks for the quick fix. Bit of a spoiler as to what you're working on ;)
Could I make a feature request to include lamps as a safety-able building? I put lamps all along my railways and the little buggers keep chewing them up. I figure that they should be safe too since they prove no threat to ...
Could I make a feature request to include lamps as a safety-able building? I put lamps all along my railways and the little buggers keep chewing them up. I figure that they should be safe too since they prove no threat to ...
- Fri Jun 02, 2017 4:49 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393622
Re: [MOD 0.13.17+] Rampant - 0.15.11
Getting this crash when placing concrete or landfill with Rampant version 0.15.11, Factorio version 0.15.18:
795.501 Error MainLoop.cpp:864: Exception at tick 24195698: Error while running event Rampant::on_player_built_tile (ID 45)
__Rampant__/control.lua:316: attempt to call field 'fillTunnel ...
795.501 Error MainLoop.cpp:864: Exception at tick 24195698: Error while running event Rampant::on_player_built_tile (ID 45)
__Rampant__/control.lua:316: attempt to call field 'fillTunnel ...
- Wed Feb 08, 2017 12:03 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
EDIT: So this doesn't quite work properly. Has some timing issues that I'm try to work out. If anyone more magely than me wants to try and fix it, feel free.
EDIT 2: OK fixed now! Updated image and blueprint
Absolutely loving these AAI mods! Here's a little something I've spent the past few hours ...
EDIT 2: OK fixed now! Updated image and blueprint
Absolutely loving these AAI mods! Here's a little something I've spent the past few hours ...
- Mon Feb 06, 2017 12:56 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
Absolutely amazed by this mod and all the other AAI mods! Spent quite a few late nights playing with them now :shock: :ugeek:.
Having one problem tho - gates. Firstly they don't open for automated vehicles, which, while solvable with some convoluted circuitry, should be much simpler. Trains can do ...
Having one problem tho - gates. Firstly they don't open for automated vehicles, which, while solvable with some convoluted circuitry, should be much simpler. Trains can do ...
- Tue May 13, 2014 6:41 am
- Forum: General discussion
- Topic: Reclaiming the planet
- Replies: 14
- Views: 8037
Re: Reclaiming the planet
Frankly, I'd like to see the game expand to the point where you must create expensive and tech-heavy habitat structures which allow the colonists to actually arrive. They would be AI controlled and would provide a new tier of products/resources/features based on the human-operated structures you ...
- Tue May 13, 2014 1:33 am
- Forum: General discussion
- Topic: 3D vs 2D which is better for Factorio?
- Replies: 32
- Views: 22940
Re: 3D vs 2D which is better for Factorio?
Perhaps you might consider speaking to The Indie Stone (TIS) guys - the developers of Project Zomboid. (http://www.projectzomboid.com)
If you don't know the game, it's an (originally) alpha-funded zombie RPG. They use a 2D isometric engine, and they were running into similar memory issues. They've ...
If you don't know the game, it's an (originally) alpha-funded zombie RPG. They use a 2D isometric engine, and they were running into similar memory issues. They've ...