Search found 118 matches
- Fri Oct 04, 2024 1:03 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 39847
Re: Friday Facts #431 - Gleba & Captivity
So, each mind-controlled spawner should be in a secure perimeter surrounded by gun/laser turrets which can immediately incapacitate any newborn biters and a rocket turret armed with mind-control capsule in order to prevent disasters.
Seems like the start of a dystopic science fiction RPG ...
- Fri Sep 08, 2023 12:47 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 227650
Re: Friday Facts #375 - Quality
I like the feature, but I agree the tier names need to change please.
For a start, if we can mass produce Rare items they're by definition no longer rare!
For a start, if we can mass produce Rare items they're by definition no longer rare!
- Tue Aug 06, 2019 8:02 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 34973
Re: [0.17.x] [Z] Adventure
In case the mod portal still isn't notifying you (though I think it should now) myself and others have been getting this showing up every second or so:
Code: Select all
ZAdventure/areas.lua:2034: attempt to call global 'switchGUI' (a nil value)
- Fri Sep 28, 2018 11:14 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 60876
Re: Friday Facts #262 - Hello my name is: Compilatron
So have you fixed the bug yet where it uses the wrong parts of biter AI and destroys the player's base, by "accident" or otherwise?
(If so, did you save any gifs? ^_^)
(If so, did you save any gifs? ^_^)
- Mon Feb 05, 2018 12:12 pm
- Forum: Mods
- Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
- Replies: 29
- Views: 15567
Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
I still really like this mod for expanding combat potential, so it would be lovely to see it in 0.16 whenever that becomes possible.
I'm building a trains and biters world right now and the thought that I'll have to do without glue and all sorts of fancy electric zaps is rather sad.
I'm building a trains and biters world right now and the thought that I'll have to do without glue and all sorts of fancy electric zaps is rather sad.
- Fri Jul 07, 2017 7:14 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 75874
Re: Friday Facts #198 - Rail segment visualisation
I quite liked in OpenTTD that rail blocks / segments would be highlighted by slightly brightening or darkening the tracks.
It looks completely fine to have that happening pretty much all of the time since they don't leap out of the background as bright colors might, but you can easily see the ...
It looks completely fine to have that happening pretty much all of the time since they don't leap out of the background as bright colors might, but you can easily see the ...
- Tue May 30, 2017 7:32 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 609190
Re: [MOD 0.14] AAI Programmable Vehicles
Another request to make the one-weapon-per-vehicle change a config option ideally exposed through the new mod options menu, please.
If you really, really, really don't want to do that - can you at least make a player only "Multi-Tank" that's the vanilla tank? That's the only one where I really miss ...
If you really, really, really don't want to do that - can you at least make a player only "Multi-Tank" that's the vanilla tank? That's the only one where I really miss ...
- Tue May 30, 2017 4:37 pm
- Forum: Mods
- Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
- Replies: 29
- Views: 15567
Re: [MOD 0.14] Supportive Weapons
Yep, that's very reasonable.
Thanks for letting us know it's still on the agenda!
Thanks for letting us know it's still on the agenda!
- Mon May 29, 2017 10:25 pm
- Forum: Mods
- Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
- Replies: 29
- Views: 15567
Re: [MOD 0.14] Supportive Weapons
Hopefully this is planned for an update to 0.15?
While this sort of post is rather unnecessary most of the time, I'm making one here because this is one of the few mods that actually adds some interesting new combat bits. Factorio doesn't have that many, and so I'd be really sad to see this one go ...
While this sort of post is rather unnecessary most of the time, I'm making one here because this is one of the few mods that actually adds some interesting new combat bits. Factorio doesn't have that many, and so I'd be really sad to see this one go ...
- Mon May 29, 2017 9:00 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 122586
Re: [MOD 0.15] AAI Industry
if power plant priority is still a thing, the burner turbines could be set to tertiary?
- Mon May 29, 2017 8:45 pm
- Forum: Mods
- Topic: [MOD 0.14] Walls Block Spitters
- Replies: 17
- Views: 10112
Re: [MOD 0.14] Walls Block Spitters
Perhaps some sort of cross-compatibility mod could be written that depends on both of these being active and adjusts the new projectile accordingly.
From the looks of things, if the projectile is put on layer 13 and given a collision box it should maybe work?
In fact maybe just adding an optional ...
From the looks of things, if the projectile is put on layer 13 and given a collision box it should maybe work?
In fact maybe just adding an optional ...
- Thu May 11, 2017 12:50 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Shield Pulse
- Replies: 14
- Views: 7779
Re: [MOD 0.15.x] Shield Pulse
Well here's the link to the save, see if it works for you?
https://www.dropbox.com/s/q045h4eyhs2pb ... s.zip?dl=0
https://www.dropbox.com/s/q045h4eyhs2pb ... s.zip?dl=0
- Wed May 10, 2017 11:54 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Shield Pulse
- Replies: 14
- Views: 7779
Re: [MOD 0.15.x] Shield Pulse
Indeed, changing line 107 to:
has fixed the problem for me.
Now if dropbox would kindly hurry up with uploading the save, I'd gladly send it over...
Code: Select all
if (grid ~= nil) and (grid.valid) then -- Check for grid existence.
Now if dropbox would kindly hurry up with uploading the save, I'd gladly send it over...
- Wed May 10, 2017 11:41 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Shield Pulse
- Replies: 14
- Views: 7779
Re: [MOD 0.15.x] Shield Pulse
well with the latest version of the mod in the latest version of Factorio I get the grid error reliably on every load of the save I'm about to link you.
I think it's because you're checking grid.valid but haven't checked if grid itself is a null reference, on line 107 of control.lua.
I think it's because you're checking grid.valid but haven't checked if grid itself is a null reference, on line 107 of control.lua.
- Wed May 10, 2017 10:25 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Shield Pulse
- Replies: 14
- Views: 7779
Re: [MOD 0.15.x] Shield Pulse
I got a crash bug with this but sadly I could not reproduce it.
I have a lot of mods installed.
Here's the things I was doing at the time. Doing the same things after loading an autosave didn't seem to cause the problem to reoccur, sadly.
While having no armour at all, building a light armour ...
I have a lot of mods installed.
Here's the things I was doing at the time. Doing the same things after loading an autosave didn't seem to cause the problem to reoccur, sadly.
While having no armour at all, building a light armour ...
- Thu Dec 15, 2016 12:44 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 85966
Re: Friday Facts #168 - Nightvision Nightmare
Another vote for MiloRK's version here, especially with highlighted biters.
More bits-and-pieces tech like this is always something I like to see in games as upgrade paths, so more gear that modifies how the game looks / feels would be appreciated, I apparently like modular things
More bits-and-pieces tech like this is always something I like to see in games as upgrade paths, so more gear that modifies how the game looks / feels would be appreciated, I apparently like modular things
- Sun Oct 16, 2016 11:08 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 48320
Re: [MOD 0.14.2] Electric vehicles
Is there any chance that these vehicles could, if Bob's vehicle equipment mod is installed, also accept bob's vehicle equipment please?
- Fri Oct 14, 2016 10:28 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 135901
Re: Friday Facts #160 - Playtesting
When you boil water in your electric kettle, that power comes from most likely a boiler elsewhere being powered by something burning to boil water, to make electricity, to boil your water!
Much power is lost along the way, but it's still really convenient to send it through the wire so you can have ...
Much power is lost along the way, but it's still really convenient to send it through the wire so you can have ...
- Thu Sep 22, 2016 9:53 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 177952
Re: [0.13.x] Bob's Mods: General Discussion
Just wanted to mention how happy I am with the new Electronics graphics.
I really like them, thanks whoever it was that did those!
I realize this may be old news as I haven't tried the mod in quite a while, but anyway, nicely done!
I really like them, thanks whoever it was that did those!
I realize this may be old news as I haven't tried the mod in quite a while, but anyway, nicely done!
- Wed Sep 21, 2016 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Another approach to Cable Resistance (with fluid network)
- Replies: 27
- Views: 12138
Re: Another approach to Cable Resistance (with fluid network)
Someone has modded this sort of approach by the way - doesn't seem to have a forum topic so for the benefit of anyone still watching this thread I'll just leave this link here:
https://mods.factorio.com/mods/Simdezimon/flownetwork
https://mods.factorio.com/mods/Simdezimon/flownetwork