Using CentOS 7 as well, and it's giving the "Headless-mode bug: OPENSSL_load_builtin_modules called. Aborting" error.
Tried updating from .11 as well as a fresh download of .12, both broken.
Search found 20 matches
- Sat Jul 30, 2016 11:44 am
- Forum: Releases
- Topic: Version 0.13.12
- Replies: 43
- Views: 29392
- Thu Nov 26, 2015 12:11 am
- Forum: Mods
- Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
- Replies: 42
- Views: 79921
Re: [MOD 0.12.0] Fluid Barrel (1.0.0)
I'll see about maybe adding an "altgfx" version download when I get home.RocketScientist wrote:
Files are attached. Feel free to use in whatever way you like
- Mon Nov 23, 2015 1:42 am
- Forum: Multiplayer / Dedicated Server
- Topic: Factorio Update Helper (an aid for headless server owners)
- Replies: 36
- Views: 47862
Re: Factorio Update Helper (an aid for headless server owners)
I love this comment.Narc wrote:1 API key was invalidated during the development of this script.

- Sun Nov 15, 2015 9:11 pm
- Forum: Mods
- Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
- Replies: 20
- Views: 36076
Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Please try using the version linked in the post immediately above yours - it has been updated and works in 0.12.17MalcolmCooks wrote:Not working in 12.17, it shows this error when loading/generating a map:__DayNightExtender__/control.lua:11: attempt to index global 'game' (a nil value)
- Wed Nov 11, 2015 6:38 am
- Forum: Releases
- Topic: Version 0.12.16
- Replies: 18
- Views: 40010
Re: Version 0.12.16
Because it would be fun to watch? Same reason I made a "H2SO4" potion you can drink but it kills you. :pFansana wrote:
Why would you want this?
I mean maybe there is something I don't see but you could always restart the game.
- Wed Nov 11, 2015 5:25 am
- Forum: Releases
- Topic: Version 0.12.16
- Replies: 18
- Views: 40010
Re: Version 0.12.16
I considered making a mod that would make the rocket launch go horribly wrong. When it launched it would instead start a chain reaction explosion across all of your buildings. Didn't get very far though.Cronos_Cross wrote:I would get back into this game, but the end rocket is still pretty anti-climatic.
- Tue Nov 03, 2015 1:07 am
- Forum: Mods
- Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
- Replies: 20
- Views: 36076
Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Patched it based on your code and uploaded it here: https://github.com/yukihyou/factorio-da ... r/releasesantisocialian wrote:Not entirely sure what all i changed
The commit history shows the changes (direct link)
- Mon Nov 02, 2015 9:55 pm
- Forum: Mods
- Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
- Replies: 42
- Views: 79921
Re: [MOD 0.12.0] Fluid Barrel (1.0.0)
Made some cosmetic updates (recipes sort order) and tested with some circuit setups, seems to be working just fine in 12.11
Download link (1.0.2):
https://github.com/yukihyou/factorio-fl ... l/releases
Download link (1.0.2):
https://github.com/yukihyou/factorio-fl ... l/releases
- Sat Oct 24, 2015 12:30 pm
- Forum: Mods
- Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
- Replies: 42
- Views: 79921
Re: [MOD 0.12.0] Fluid Barrel (1.0.0)
Is there an issue with it in 0.12.11+? It seemed to load in a new game with no issues ...Simon04090 wrote:Any chance of this getting updated to 0.12.11+?
- Sun Oct 04, 2015 12:02 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 145249
Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20
It's semi-cheating as you can see where biter bases are all time. Even without radar
Yeah, it is. I've since turned it off, it REALLY gets in the way trying to look at things on the map.
Unfortunately it doesn't save settings per-game, and I had it on for a MP game I was playing recently and just ...
Yeah, it is. I've since turned it off, it REALLY gets in the way trying to look at things on the map.
Unfortunately it doesn't save settings per-game, and I had it on for a MP game I was playing recently and just ...
- Sun Oct 04, 2015 10:40 am
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 145249
Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20
Found another bug for you!
The invisible "remote viewing" things that are on the ore patches are targets for biters.
This means they end up attacking the beacon in the middle of the ore patch instead of the miners a lot of the time.
Additionally, even after deleting the ore patches from the sidebar ...
The invisible "remote viewing" things that are on the ore patches are targets for biters.
This means they end up attacking the beacon in the middle of the ore patch instead of the miners a lot of the time.
Additionally, even after deleting the ore patches from the sidebar ...
- Sat Oct 03, 2015 7:06 am
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 145249
Re: [MOD 0.12.7+] YARM (Yet Another Resource Monitor) v0.6.20
I ran into a bug I didn't see mentioned in the thread - YARM doesn't pick up all of the squares of a resource patch.
Not sure if it's because I'm in 12.10, but it's not hard to just click the extra ones (if I notice) anyway.
However, sometimes there's ONE square that just refuses to work - clicking ...
Not sure if it's because I'm in 12.10, but it's not hard to just click the extra ones (if I notice) anyway.
However, sometimes there's ONE square that just refuses to work - clicking ...
- Tue Jun 16, 2015 4:01 am
- Forum: Gameplay Help
- Topic: [HELP] Modular vs Expandable.
- Replies: 7
- Views: 9038
Re: [HELP] Modular vs Expandable.
I concur with this. By the time you really need it elsewhere, it's usually time that you have bots flying around to deliver the smaller amounts to the factories that need it.Peter34 wrote:There's no reason to have a Plastic line, on a main bus. Plastic is almost only used for red circuits.
- Fri Jun 12, 2015 1:57 am
- Forum: Mods
- Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
- Replies: 42
- Views: 79921
Re: [MOD 0.11.x] Fluid Barrel (1.0.0)
Honestly that was the main thing I modded out. I did also consider making the barreling happen in a chemical plant, but there's enough recipes in them already without messing with them any further.
- Thu Jun 11, 2015 9:12 am
- Forum: Mods
- Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
- Replies: 42
- Views: 79921
Re: [MOD 0.11.x] Fluid Barrel (1.0.0)
Awesome! I've added this to my modpack now and deprecated my customized version of the Liquid Station Mod.
- Mon Jun 01, 2015 6:39 am
- Forum: Gameplay Help
- Topic: A few new questions
- Replies: 11
- Views: 8577
Re: A few new questions
But for obvious reasons, I can only have four products per such belt, two on the inner belt and two on the outher. The Inserters can't reach longer than that.
For what it's worth, you can actually easily reach three belts with inserters:
1: Normal/Fast inserter, belt one space away
2: Long ...
For what it's worth, you can actually easily reach three belts with inserters:
1: Normal/Fast inserter, belt one space away
2: Long ...
- Sat May 30, 2015 11:31 pm
- Forum: Gameplay Help
- Topic: Advanced oil ratios?
- Replies: 9
- Views: 15512
Re: Advanced oil ratios?
H2SO4 is sulfuric acid for those wondering
Johnny was a chemist's son
Johnny is no more
For what he thought was H2O
Was H2SO4
I propose adding a new item to the game: "Bottle of H2SO4" - description: "Industrial quality sulfuric acid on a bottle. Try drinking it!"
Looks: yellow science pack ...
- Thu May 21, 2015 6:39 am
- Forum: Gameplay Help
- Topic: looking for ways to make factorio fun again
- Replies: 12
- Views: 8844
Re: looking for ways to make factorio fun again
And this is why I symlink/Junction Point my saves folder into Dropbox ...tbmcmahan wrote:and, ummm, that is my way of saying I might have lost all my progress because of an autosave in a different world
- Wed Dec 31, 2014 2:11 am
- Forum: Multiplayer
- Topic: Looking for people !
- Replies: 23
- Views: 20205
Re: Looking for people !
Active multiplayer in AEST (GMT+10) time zone. Have Skype/Steam, generally play with a friend interstate for 5+ hour marathon sessions. Just ended another game recently and wanting to start a new map.
Skype: snowleopard1024
Steam: http://steamcommunity.com/id/yukihyou
Skype: snowleopard1024
Steam: http://steamcommunity.com/id/yukihyou
- Tue Dec 30, 2014 12:08 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Liquid Station Mod
- Replies: 30
- Views: 60849
Re: [MOD 0.10.x] Liquid Station Mod
Just thought I'd put this here - been starting to put mods/etc into source control so I can keep track of small modifications I do to them. Helps me keep track for when new versions come out, or if I only want some functionality of a mod. In the process of stripping out the dedicated building in ...