Search found 67 matches
- Fri Nov 20, 2015 10:02 pm
- Forum: News
- Topic: Friday Facts #113 - Better rail building
- Replies: 96
- Views: 64476
Re: Friday Facts #113 - Better rail building
Looks amazing, I bet it was fun to code as well. Any chance it can be extended to provide some more of the extra features the automatic rail layer provides? Track doubling is a must, as if the point of this is to make large rail systems easier, what large rail system doesn't use doubled track? Altho...
- Tue Aug 18, 2015 8:57 am
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 170527
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Yeah honestly the devs should have just removed game.player completely, not sure what the point in keeping it was, it just leaves loads of silent errors in scripts. The new update is live! With bug fixes and balance changes. Enjoy! :D Download Now hopefully your Multiplayer compatible thing is corre...
- Mon Aug 17, 2015 10:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104352
Re: [MOD 0.12.x] Smarter Circuitry
I added this to an in progress MP game and can't see the sensor anywhere! What am I missing?
- Mon Aug 17, 2015 5:01 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104352
Re: [MOD 0.12.x] Smarter Circuitry
Hey if this can detect number of robots in a roboport then it solves the issue of resupplying a limited number of construction bots to outposts and you are my hero.
I'm going to test tonight and report back, but if it doesn't then consider this a suggestion!
I'm going to test tonight and report back, but if it doesn't then consider this a suggestion!
- Sun Aug 16, 2015 6:24 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 170527
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
I'm going to upload a new version tomorrow with all the bugfixes and more ;) You asked if I had suggestions what is missing from this mod: something that I can use against the super biters in Natural Evolution mod! Honestly I don't bother with this mod when using Natural Evo because the damage isn'...
- Sat Aug 15, 2015 10:51 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 170527
Re: [MOD 0.12.1] Supreme Warfare - 1.0.4
You asked if I had suggestions what is missing from this mod: something that I can use against the super biters in Natural Evolution mod! Honestly I don't bother with this mod when using Natural Evo because the damage isn't high enough to kill bases any more, nor to kill the extremely tough biters. ...
- Sat Aug 15, 2015 10:38 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 144227
Re: [0.12] Bugs, crashes & other issues
I was having the same problem but did manage to get it to work. I had to drop everything from my invent including from my robot garbage slots.cpy wrote:Will try that thanks!
Not working.
- Fri Aug 14, 2015 10:49 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 97884
Re: [MOD 0.12.x] Factorio Maps
This doesn't work on MP maps even when loaded in SP
/edit I looked, the code half uses game.players[1]. the other half uses game.player. Search replaced game.player. with game.players[1]. and it works now on my MP map.
/edit I looked, the code half uses game.players[1]. the other half uses game.player. Search replaced game.player. with game.players[1]. and it works now on my MP map.
- Wed Aug 12, 2015 2:57 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 288974
Re: [0.12.x] The Fat Controller. Remote train management
Not sure if this is mentioned yet:
GUI responsiveness seems very bad for in multiplayer: have to spam button, sometimes 10 plus times to view a train. Sometimes it just won't work at all. Other GUI works okay.
GUI responsiveness seems very bad for in multiplayer: have to spam button, sometimes 10 plus times to view a train. Sometimes it just won't work at all. Other GUI works okay.
- Wed Aug 12, 2015 11:32 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 464970
Re: [MOD 0.12.x] Natural Evolution v3.1.0 - All things Alien!
For you information:
https://forums.factorio.com/forum/vie ... 30&t=14761
A game bug was exposed by this mod, fixed for next release.
https://forums.factorio.com/forum/vie ... 30&t=14761
A game bug was exposed by this mod, fixed for next release.
- Wed Aug 12, 2015 11:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.3] [kovarex] Intermittent stuttering when placing objects.
- Replies: 3
- Views: 4035
- Tue Aug 11, 2015 11:06 pm
- Forum: Releases
- Topic: Version 0.12.3
- Replies: 47
- Views: 50954
Re: Version 0.12.3
You can, as long as the game doesn't have any DRM. Like The Witcher games, you can just move or copy the steam/steamapps/common/Witcher (or whatever) folder to anywhere, even other computers, and it should work fine. This doesn't work any more. It used to, but Valve "fixed" it. Now you ha...
- Tue Aug 11, 2015 11:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.3] [kovarex] Intermittent stuttering when placing objects.
- Replies: 3
- Views: 4035
[0.12.3] [kovarex] Intermittent stuttering when placing objects.
I get varying amounts of slow down while placing entities, in SP and MP (but worse in MP). By stuttering I mean the entire game (sometimes including the placement cursor) will freeze for anything from 100ms to a second on certain types of item placement, especially the items that "connect"...
- Tue Aug 11, 2015 10:28 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 70388
Re: Picker: A new tool for easily selecting items from inventory
Yeah I figured out how to work around it, just might be worth noting in the known issues.
Anyway I used it more for the last few hours and its definitely handy, good job!
Anyway I used it more for the last few hours and its definitely handy, good job!
- Tue Aug 11, 2015 6:35 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 70388
Re: Picker: A new tool for easily selecting items from inventory
Awesome. I am trying it now! Two issues I ran into:
If you build it to your inventory you can't put it in the shortcut bar because you can't move your mouse to the shortcut bar without it deselecting. And when I did it just disappeared when I tried to move it and I had to build another.
If you build it to your inventory you can't put it in the shortcut bar because you can't move your mouse to the shortcut bar without it deselecting. And when I did it just disappeared when I tried to move it and I had to build another.
- Mon Aug 10, 2015 11:13 pm
- Forum: Mods
- Topic: Eyedropper - An easier way to pick items from your inventory
- Replies: 13
- Views: 23634
Re: Eyedropper - An easier way to pick items from your inventory
I'd actually just make it not pick unless your hand is currently empty, rather than add an eyedropper object; if you're already holding something, it won't drop it, and you can just hit q to deselect if you want to use the eyedropper effect. So the worst harm of unintended selections is you fill an...
- Mon Aug 10, 2015 12:53 pm
- Forum: Mods
- Topic: Eyedropper - An easier way to pick items from your inventory
- Replies: 13
- Views: 23634
Re: Eyedropper - An easier way to pick items from your inventory
You could add an item called eye dropper that if it is in your hand will perform selection otherwise won't. People can have this as a short cut in their toolbelt then. You could extend for other "tools" as well and turn the toolbelt into a set of tools! e.g. Eyedropper for items, eye dropp...
- Sat Aug 08, 2015 12:53 am
- Forum: Releases
- Topic: Version 0.12.3
- Replies: 47
- Views: 50954
Re: Version 0.12.3
Fixed that script errors didn't stop the game, and it was possible to resume the game by pressing ESC. Is that a fix?! I know you probably don't like that some error reports may be erroneous when you can't guarantee a valid game state, but in MP with mods it is pretty useful to be able to skip the ...
- Tue Aug 04, 2015 10:48 pm
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 213872
Re: General Discussion
Please could you reduce height of the mods banners? Especially one used in your signature. It makes reading any threads with it painful - and changes thread here with double the banners is simply unreadable. Need to find the small bits of text plastered between big banners. I agree, it does make re...
- Tue Aug 04, 2015 12:45 pm
- Forum: Mods
- Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
- Replies: 37
- Views: 31823
Re: [0.12.0]Reasource Monitor Mod unofficial update 0.5.4(Fix 1)
I tried both versions, the one in the first post works okay, but in MP only player one gets to use it. The second player can create one but when they use it the first player gets the UI popup, and is then given the item from the second player. In the other version it immediately errors out when you ...