Lets not start solving a technical problem by asking streamers like Anti to "why don't you just..."
I have just tested Game Capture vs. Window Capture and get the same result i.e. works with Game, doesn't work with Window. Luckily I only use Game Capture...
Search found 72 matches
- Thu Jun 13, 2019 6:40 am
- Forum: Won't fix.
- Topic: [posila] [0.17.48] Window capture in OBS not working (dxgi-presentation-model)
- Replies: 12
- Views: 5886
- Wed Sep 05, 2018 3:20 pm
- Forum: Ideas and Requests For Mods
- Topic: Limiting maximum electric power
- Replies: 6
- Views: 2443
Limiting maximum electric power
Hi
I was wondering if anyone know if it is possible to control the maximum electric power generated/used through a mod i.e. you cannot exceed 100 MW. This could be linked to tech or other triggers.
Thanks
I was wondering if anyone know if it is possible to control the maximum electric power generated/used through a mod i.e. you cannot exceed 100 MW. This could be linked to tech or other triggers.
Thanks
- Sun Mar 04, 2018 8:46 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 998675
Re: [0.15] Sea Block Pack 0.1.7
That mod is a broken alpha version I accidentally put on the google drive. You should remove it and it has nothing to do with Sea Block.TeamX wrote: angelsindustries_0.1.0.zip
- Sat Feb 10, 2018 12:40 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 260308
Re: Stations & other LTN based designs
I am starting to convert my YouTube "Modular Megabase" to LTN and I thought that would be a good time to make a new simple tutorial of how it works.
Maybe this has interest for new players, if so you are of course welcome to link to it:
https://www.youtube.com/watch?v=U-TXRNQzL-U
Maybe this has interest for new players, if so you are of course welcome to link to it:
https://www.youtube.com/watch?v=U-TXRNQzL-U
- Tue Jul 11, 2017 6:49 pm
- Forum: Logistic Train Network
- Topic: Desyncs on large MP base
- Replies: 2
- Views: 1979
Desyncs on large MP base
Massive Desyncs after upgrading... On my community map we are playing a bit Bob/Angel/LTN map, which is heavily reliant on LTN. Today it has caused endless desyncs for us, which is a shame since this is a server run for 80 hours with many players contributing to it. I am now wondering if this is cau...
- Sun May 14, 2017 8:58 pm
- Forum: Not a bug
- Topic: Modded blueprints gets destroyed by non-modded games
- Replies: 5
- Views: 2343
Re: Modded blueprints gets destroyed by non-modded games
This was discussed during the blueprint library development and the current implementation was decided on. That means if you load a game anything in the blueprint storage that doesn't exist in the game is removed. Thanks for the fast response. I can't really see how that is a good solution under an...
- Sun May 14, 2017 7:01 pm
- Forum: Not a bug
- Topic: Modded blueprints gets destroyed by non-modded games
- Replies: 5
- Views: 2343
Modded blueprints gets destroyed by non-modded games
I realise that this may not be a "bug", but rather an unfortunate consequence of the current functionality, but from a user perspective it is a defect so I raise it here. I have a blueprint book full of nice advanced Bob/Angels/AAI blueprints that I use in my regular games. Sometimes howev...
- Tue Apr 25, 2017 7:53 pm
- Forum: Combinator Creations
- Topic: [AAI mod] - scanning through multiple zones with one scanner
- Replies: 2
- Views: 2832
Re: [AAI mod] - scanning through multiple zones with one scanner
Wow. This is really impressive. I still think this falls under the category of "I don't think I could figure this out" :) I've been experimenting with some counters that run sequentially through each type of ore, while this seems to go through each simultaneously for each value (of am I ge...
- Sun Apr 23, 2017 7:21 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14] Nilaus Lets Pack Mod Packs
- Replies: 3
- Views: 29180
Re: [0.14] Nilaus Lets Pack Mod Packs
Damn! I try really hard to keep this updated, but Nanobots missed I am using Nanobots in S8.derpumu wrote:Thanks for the mod list! If I can see that correctly, you did not list the Nanobots for Season 8, right?
- Sat Apr 22, 2017 10:54 pm
- Forum: General discussion
- Topic: 0.15 pre-release to major mod makers!
- Replies: 11
- Views: 4717
Re: 0.15 pre-release to major mod makers!
Don't worry about that. There will be a ton of YouTube Vanilla 0.15 lets plays next week (present company included)ftbreizhbugs wrote:I am quite disappointed that most people dont play the vanilla factorio: its hard to find a good Youtube let's play that doesnt use bob/angels mod...
- Sat Apr 15, 2017 1:23 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 524716
Re: [MOD 0.14] AAI Programmable Vehicles
I have created 5 tutorial videos for Advanced Autonomous Industries and uploaded to YouTube. 1. Vehicles and Manual Commands https://youtu.be/paUEMY3lTyQ 2. Scanners and Controllers https://youtu.be/e93rbJmFTyU 3. Automatic Zone and Miner assignment https://youtu.be/z8zBhn4SBD0 4. Automatic Alien Se...
- Sat Apr 15, 2017 6:20 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 277801
Re: [Mod 0.14] Logistic Train Network 0.10.2
Hi Optera
Is there a way to prevent the BIP! when you have Log level 2 enabled?
I'd like to see the messages in game, but I'd also like to avoid the excessive BIP! every couple of seconds.
I've looked through the config files, but cannot seem to find any reference to sounds.
Thanks
Is there a way to prevent the BIP! when you have Log level 2 enabled?
I'd like to see the messages in game, but I'd also like to avoid the excessive BIP! every couple of seconds.
I've looked through the config files, but cannot seem to find any reference to sounds.
Thanks
- Thu Apr 13, 2017 12:17 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 52079
Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)
I haven't pushed any updates since the news of the 0.15 science pack restructure was announced. followed by all those other "This update will break your mods" posts. I am happy to hear that it is a conscious choice not to push updates. I was getting worried that you had vanished and left ...
- Mon Apr 10, 2017 7:02 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 524716
Re: [MOD 0.14] AAI Programmable Vehicles
Hi Earendel I love your mod and I want to love it even more if I can get the stupid vehicles to stop derping and starting executing the commands. I am building a lot of stuff using your mods in preparation for using them for my next series... However, I am having huge issues with the AI. I know you ...
- Tue Apr 04, 2017 7:30 pm
- Forum: Combinator Creations
- Topic: Help with expanding pattern
- Replies: 7
- Views: 4129
Re: Help with expanding pattern
I did it! Wow! That is so cool. I agree that it can probably be cleaned up a bit, but at least when the functionality is there it is easier to optimise it. I wanted to get back to this problem, but I've been creating a few Angels Mods tutorials in the mean time so this got put on the backburner. I'...
- Sat Apr 01, 2017 4:21 pm
- Forum: Combinator Creations
- Topic: I wonder what happens when I press this button...
- Replies: 2
- Views: 1973
Re: I wonder what happens when I press this button...
Silly me, I never even thought of the timing.AndrewIRL wrote:Clicked on a video on April 1st, didn't get Rick rolled!
Impressive Nilaus, better than I expected.
I hate 1st of April... It makes no sense for me that dishonesty is ok on one day, so I usually lock myself inside and wait for it to pass...
- Sat Apr 01, 2017 12:45 pm
- Forum: Combinator Creations
- Topic: I wonder what happens when I press this button...
- Replies: 2
- Views: 1973
I wonder what happens when I press this button...
Here is a video I put together while testing mods and waiting for 0.15 for fun. It shows the combination of several automation mods that I am testing for my next playthough. https://youtu.be/eIPzMlBAF0Y Key automation mods: Recursive Blueprints: https://mods.factorio.com/mods/justarandomgeek/recursi...
- Tue Mar 28, 2017 7:17 pm
- Forum: Combinator Creations
- Topic: Help with expanding pattern
- Replies: 7
- Views: 4129
Re: Help with expanding pattern
* Only input is the iteration number If you insist on this, the answer is a complicated math formula that uses square roots and lots of rounding down. Rounding down is easy with combinators, but square roots are hard. Perfect answer! I had a feeling I was making it more difficult for myself than it...
- Tue Mar 28, 2017 3:37 pm
- Forum: Combinator Creations
- Topic: Help with expanding pattern
- Replies: 7
- Views: 4129
Help with expanding pattern
Hi crafty combinator programmers :) I've been working on an expanding pattern to use for Solar Panels and for automatic biter clearing, but I am having a hard time making this work. I feel this is a basic programming task, but it has been 10 years ago since I did any (shitty) programming. I hope som...
- Thu Mar 16, 2017 3:34 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 277801
Re: [Mod 0.14] Logistic Train Network 0.9.6
+Optera I am still loving the mod, but I now have a problem with it that kind of breaks it for me. I mentioned it earlier, but didn't get a reply. It seems that once you have more than X (10?) things being requested that cannot be delivered then it goes into an infinite spamming loop of error messag...