Search found 15 matches
- Wed Jan 25, 2017 9:58 pm
- Forum: General discussion
- Topic: Incentive to create and improvise/improve design.
- Replies: 4
- Views: 2502
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 ...
- Tue Dec 16, 2014 7:27 am
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 204586
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.
- Sat Dec 13, 2014 1:12 am
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 204586
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.
- Fri Dec 12, 2014 1:35 am
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 204586
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 ...
- Thu Dec 11, 2014 10:26 pm
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 204586
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.
- Thu Dec 11, 2014 12:04 pm
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 204586
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.
- Thu Dec 11, 2014 9:27 am
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 204586
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...
- Thu Dec 11, 2014 8:16 am
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 204586
Re: [MOD 0.11.5] Cursed Exp - v0.0.10
Encountered this error when trying to create a talent part.
- Fri Dec 05, 2014 5:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.4] Crash in Sandbox mode
- Replies: 1
- Views: 979
[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.
It's player related events when there is no player character caused by any mod that has a player hook.
Credit to Rseding91.
- Tue Dec 02, 2014 1:03 am
- Forum: Resolved Problems and Bugs
- Topic: Mod listing in description
- Replies: 1
- Views: 942
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?
- Wed Nov 26, 2014 8:28 pm
- Forum: Resolved Problems and Bugs
- Topic: game.tick weirdness
- Replies: 3
- Views: 1425
Re: game.tick weirdness
What about changing evolution? Is that one left intentionally or by accident?
- Wed Nov 26, 2014 10:13 am
- Forum: Resolved Problems and Bugs
- Topic: game.tick weirdness
- Replies: 3
- Views: 1425
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.
- Tue Nov 25, 2014 11:28 pm
- Forum: General discussion
- Topic: Whats do to next?
- Replies: 9
- Views: 4057
Re: Whats do to next?
Someone ported f-mod to 0.11.3Ackbarspiff 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.
- Mon Nov 24, 2014 1:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] Item Collectors
- Replies: 36
- Views: 46375
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.
- Sat Nov 22, 2014 2:35 am
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 299425
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...