Search found 183 matches
- Sun Oct 27, 2024 5:36 pm
- Forum: Pending
- Topic: Desynced building ghosts for rails on Vulcanis.
- Replies: 2
- Views: 256
Re: Desynced building ghosts for rails on Vulcanis.
I keep getting "Error parsing server response" when uploading the Desync file.
- Sun Oct 27, 2024 5:02 pm
- Forum: Pending
- Topic: Desynced building ghosts for rails on Vulcanis.
- Replies: 2
- Views: 256
Desynced building ghosts for rails on Vulcanis.
Host was building and changing some crafting machines.
I was building a long ghost rail to plan building using the full screen map / remote view when I randomly got desynced.
When I logged back in, I was not where I was when I was building.
I believe the game was still trying to move my character ...
I was building a long ghost rail to plan building using the full screen map / remote view when I randomly got desynced.
When I logged back in, I was not where I was when I was building.
I believe the game was still trying to move my character ...
- Sun May 30, 2021 11:00 pm
- Forum: Modding help
- Topic: Having trouble Sorting items sub groups.
- Replies: 0
- Views: 849
Having trouble Sorting items sub groups.
I made a small mod (Short under pipes) mainly for my own uses and uploaded it to the mod portal, and ingame decided it would fit nicely in the crafting menu with another mod (Flow Control). However I am having trouble getting them to be together on the crafting menu, I contacted the dev of Flow ...
- Thu May 27, 2021 4:21 pm
- Forum: Railway Setups
- Topic: Complete 2-Lane system RHD as a Blueprint-Book! Suggestions?
- Replies: 27
- Views: 222065
Re: Complete 2-Lane system RHD as a Blueprint-Book! Suggestions?
Found the same issue with the T-Junction. your best bet is to fix it yourself and save a new blueprint.0570 wrote: Sun Feb 21, 2021 7:43 pm Hello!
I've spotted an issue with the 'Output Mainline' blueprint, there's an incorrectly placed Rail Chain Signal that prevents rail from being put down.
- Mon Sep 24, 2018 12:56 am
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 50417
Re: Friday Facts #261 - Performance + New player interaction
I like the floating text, but as a old player I usually know why something isn't working, Please leave the option to keep the warnings in the bottom corner out of the way, I know to check there if I have questions but I know for newer players the floating text will help a lot! I personally would ...
- Sun Jun 10, 2018 5:23 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 75666
Re: Friday Facts #246 - The GUI update (Part 3)
One thing that really bugged me was that I was unable to easily set a setting back to its default. If I changed pollution decay for example and didn't pay attention to its value before changing it I would never remember the default is 2 without resetting everything.
I think I am getting my point ...
I think I am getting my point ...
- Fri Mar 09, 2018 6:56 pm
- Forum: News
- Topic: Friday Facts #233 - Wiki admin
- Replies: 23
- Views: 16829
- Wed Sep 06, 2017 2:35 am
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 46805
Re: Friday Facts #206 - Workflow optimisation
The bottom pump has a weird jump in the gears textures which instantly Triggered my OCD. The middle one has no problem with the same gears but it's also facing the other direction. Any chance on this being fixed? It looks bad :P (I have no idea if it will be like that in-game or if it's just because ...
- Fri Jul 21, 2017 5:02 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 80834
Re: Friday Facts #200 - Plans for 0.16
I think "Spider" should become a top priority
- Sun May 21, 2017 4:38 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 187490
Re: Friday Facts #191 - Gui improvements
I can't tell you how many times I have tried to place ghosts for something I'm building only to realize a construction drone took my last one and suddenly I found myself disabling my roboport just to place some Ghosts.
I love the new inventory but I do ask for an indicator when a gun is fired so we ...
I love the new inventory but I do ask for an indicator when a gun is fired so we ...
- Fri May 05, 2017 4:12 pm
- Forum: Multiplayer
- Topic: Want to play PVP with another beginner
- Replies: 4
- Views: 2474
Re: Want to play PVP with another beginner
I would love to! I have three times your playtime but i have never gotten past setting up a train or even a robot port network (Mainly lazy, and friends deciding they are done and I get lonely and just stop) Also I mainly played with mods so my vanilla experience is still fresh.
- Fri Apr 28, 2017 4:26 pm
- Forum: News
- Topic: Friday Facts #188 - Bug, Bug, Desync
- Replies: 37
- Views: 25199
Re: Friday Facts #188 - Bug, Bug, Desync
Actually, I was surprised it was last Monday. i thought it was next Monday :O
- Fri Feb 03, 2017 6:22 pm
- Forum: Ideas and Requests For Mods
- Topic: Steampunk - Steam powered everything!
- Replies: 2
- Views: 4066
Re: Steampunk - Steam powered everything!
Without reading your whole post, A small hack that might work, make a special smaller steam engine that spawns an invisible medium power pole on it that can't connect to other power poles but will "Steam Power" nearby machines.
That way you wouldn't have to change every machine and instead just ...
That way you wouldn't have to change every machine and instead just ...
- Tue Oct 11, 2016 3:34 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 106022
Re: [MOD 0.14] Satellite Uplink Station 1.0.2
i just ran across this mod and combining it with the ion cannon mod, feels like a nicely over powered toy, lol
this is definitely an after end game (as current) weapon, now we just need more "goals" for after end game
but noticing that i am "picking up" alien artifacts while linked to the ...
this is definitely an after end game (as current) weapon, now we just need more "goals" for after end game
but noticing that i am "picking up" alien artifacts while linked to the ...
- Tue Oct 11, 2016 3:30 pm
- Forum: Mods
- Topic: [MOD.12.29] Smart Splitter
- Replies: 20
- Views: 18410
Re: [MOD.12.29] Smart Splitter
I apologize i may of explained it wrong. i have 2 splitters 1 side by side like a normal splitter, one is filtering green/red/blue science packs and the second one is left blank. blank one should allow every other item to pass through it freely
My other one i have works perfectly fine. splitting ...
My other one i have works perfectly fine. splitting ...
- Mon Oct 10, 2016 3:59 am
- Forum: Mods
- Topic: [MOD.12.29] Smart Splitter
- Replies: 20
- Views: 18410
Re: [MOD.12.29] Smart Splitter
So, believe i've discovered a bug, I think, i have a smart splitter trying to split of red/green/blue science packs. but when i tell it to split off green science packs it stops everything from coming through it. i have 2 splitters side by side, one is suppose to split science packs and the other ...
- Thu Oct 06, 2016 4:28 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 191037
Re: [0.13.x] Bob's Mods: General Discussion
What are the different ways of producing Sulfur in Bobs mods? The only way i can see is using the oil refineries. However, that produces very little and hardly meets the demand even with a 4-hour backlog of sulfur.
- Mon Sep 26, 2016 3:13 pm
- Forum: Ideas and Requests For Mods
- Topic: Truly underground belts and pipes
- Replies: 2
- Views: 2564
Re: Truly underground belts and pipes
I would suggest you look for Extended range on the factorio mod portal. I use that in my multiplayer world and it works wonders! It lets you craft longer underground belts, 10 underground belts = underground belt 5 times longer than vanilla. there is also one for 10 times longer which really is a ...
- Mon Sep 05, 2016 4:47 am
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 108987
Re: [MOD 0.13] Mining Tools - resources generation
Hey bin, how does one get Ores to spawn on an event? I have been trying to make a mod that adds a special ore, and looking at your code i still only understand 1% of it and cant pinpoint what makes the ores spawn :I
- Tue Aug 30, 2016 2:28 am
- Forum: Mods
- Topic: [MOD 0.12.x] Copper Cable Tab Fix
- Replies: 12
- Views: 6023
Re: [MOD 0.12.x] Copper Cable Tab Fix
This is trueKryzeth wrote:That is actually unnecessary as 0.13 already did this (unless they changed it again in 0.14, which I don't think they did)SuicidalKid wrote:Updated this to 0.14 because this bugs me too.
https://www.dropbox.com/s/fdgyofgdqg3iy ... 0.zip?dl=1