Search found 15 matches

by Dodging_Rain
Wed Jan 25, 2017 9:58 pm
Forum: General discussion
Topic: Incentive to create and improvise/improve design.
Replies: 4
Views: 2192

Incentive to create and improvise/improve design.

Not sure if it is the way some people play but some have a tendency to recycle and reuse a design that they have that currently works, even if they start over. Usually difficulty or situation forces one to change the style or design. Another two that I can think of is that they like to build/create ...
by Dodging_Rain
Tue Dec 16, 2014 7:27 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187656

Re: [MOD 0.11.6] Cursed Exp - v0.0.13

I been finding that when you try to build something, the ghost image of the building sometimes disappears when it is below (or south) the position of your player. Nothing game breaking that requires .14 though.
by Dodging_Rain
Sat Dec 13, 2014 1:12 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187656

Re: [MOD 0.11.5] Cursed Exp - v0.0.12

Is there a remote call to force the gui to appear? One of my save doesn't seem to show the cursed exp gui even when I save and reload.
by Dodging_Rain
Fri Dec 12, 2014 1:35 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187656

Re: [MOD 0.11.5] Cursed Exp - v0.0.11

My apologies ahead of time but I need to make some more bug reports. Current version .11 Attempting to use the arrows in the build > mine/turret interface will cause this error. http://i.imgur.com/W2iTAJZ.png Finally, this one is relatively minor. When using the Foreman's Blueprint Manager mod] and ...
by Dodging_Rain
Thu Dec 11, 2014 10:26 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187656

Re: [MOD 0.11.5] Cursed Exp - v0.0.11

Seems that mining skill also counts removing buildings and structure for their bonus. Meaning that you can duplicate items by constantly removing and placing items down repeatedly.
by Dodging_Rain
Thu Dec 11, 2014 12:04 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187656

Re: [MOD 0.11.5] Cursed Exp - v0.0.11

Here is one save that produces an error when trying to load cursed exp. https://www.dropbox.com/s/rlscnqv5fv0t7xf/a.zip?dl=0 I haven't gotten far enough to really experience it much. It could turn out good but it is mostly breaking my save for the most part. Also you forgot a ] in two of your links.
by Dodging_Rain
Thu Dec 11, 2014 9:27 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187656

Re: [MOD 0.11.5] Cursed Exp - v0.0.10

Autoupdate might be a bit tricky to pull off in factorio but possible as a separate application. Apparently jumping from .08 to .10 would cause an error http://i.imgur.com/8cLjXsP.png Going from .08 to .09 works perfectly but going from .09 to .10 throws me this error when the cursed gui shows up. h...
by Dodging_Rain
Thu Dec 11, 2014 8:16 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187656

Re: [MOD 0.11.5] Cursed Exp - v0.0.10

Image

Encountered this error when trying to create a talent part.
by Dodging_Rain
Fri Dec 05, 2014 5:49 am
Forum: Resolved Problems and Bugs
Topic: [0.11.4] Crash in Sandbox mode
Replies: 1
Views: 856

[0.11.4] Crash in Sandbox mode

When a player entity is not on the map, such as the current sandbox mode and two version ago, and the player tries to manipulate something on the map, the game will crash.

It's player related events when there is no player character caused by any mod that has a player hook.

Credit to Rseding91.
by Dodging_Rain
Tue Dec 02, 2014 1:03 am
Forum: Resolved Problems and Bugs
Topic: Mod listing in description
Replies: 1
Views: 832

Mod listing in description

Pre-0.11.x it listed what item is from what mod is from. For example the cokery will have treefarm in its description in yellow. When 0.11.x comes in, the forementioned listing is no longer there. Is this intentional?
by Dodging_Rain
Wed Nov 26, 2014 8:28 pm
Forum: Resolved Problems and Bugs
Topic: game.tick weirdness
Replies: 3
Views: 1254

Re: game.tick weirdness

What about changing evolution? Is that one left intentionally or by accident?
by Dodging_Rain
Wed Nov 26, 2014 10:13 am
Forum: Resolved Problems and Bugs
Topic: game.tick weirdness
Replies: 3
Views: 1254

game.tick weirdness

If you set /c game.tick= any number, it will change was intended but will cause the previous messages to randomly change colors. Just a minor bug.
by Dodging_Rain
Tue Nov 25, 2014 11:28 pm
Forum: General discussion
Topic: Whats do to next?
Replies: 9
Views: 3579

Re: Whats do to next?

Ackbarspiff wrote:
I used to play with F mod because it made aliens drop mini alien artifacts but the person behind the mod seems to have stopped development.
Someone ported f-mod to 0.11.3
by Dodging_Rain
Mon Nov 24, 2014 1:11 am
Forum: Mods
Topic: [MOD 0.12.x] Item Collectors
Replies: 36
Views: 44179

Re: [MOD 0.11.x] Item Collectors

Yes that works though be warned that if you make the search radius too large and place it too near your base, it may grab stuff from nearby underground belts.
by Dodging_Rain
Sat Nov 22, 2014 2:35 am
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 287582

Re: [MOD 0.11.x] Landfill (2.1.2)

Try to comment out the throwdirt() function found in function executeTicks() v[4] = v[1].position v[1].destroy() v[2] = 1 v[3] = game.tick createWater(x, y) --throwDirt(x, y) As for the water filling graphics, it is easier to zoom in and back out to reset the graphics nearby. At least until there is...

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