Search found 72 matches

by TRUEpicness
Thu Apr 02, 2020 1:08 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 767259

Re: Bugs & FAQ

DJQuad wrote: ↑
Wed Apr 01, 2020 5:36 pm
I'm trying to connect acid to it but it's not mining.
The pipes are not connected because of the pump
by TRUEpicness
Tue Mar 31, 2020 3:31 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 767259

Re: Bugs & FAQ

Playing Seablock - Angels Bio 0.7.5. When trying to put a stack of fish in a butchery with the standard left click while holding the stack in hand, all that happens is that one fish disappear. To add to the butchery, one must open it and then add the stack of fish. It's because you are eating the f...
by TRUEpicness
Thu Oct 10, 2019 3:21 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 838
Views: 174001

Re: pY Alien Life - Discussion

pyanodon wrote: ↑
Wed Oct 09, 2019 10:34 am
ahaha not anarchy symbol, sometimes we paint to mark areas to not get lost.
"I'm lost in my own factory! Where on nauvis am I? *sees the mark* "ohhh I'm near the bio-factories. Now to get more iron."
by TRUEpicness
Fri Oct 04, 2019 1:20 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 20877

Re: Friday Facts #315 - New test servers

All this running up to 1.0 stuff really feels like an era is nearing its end.
I bet there will be a feeling of satisfaction but also emptiness when the button to release 1.0 is pressed.
by TRUEpicness
Fri Sep 20, 2019 12:16 am
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 26701

Re: Version 0.17.69

KuboS0S wrote: ↑
Thu Sep 19, 2019 3:36 pm
Nice
You beat me to it.
by TRUEpicness
Fri Aug 30, 2019 10:57 am
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 27650

Re: Friday Facts #310 - Glowing Heat pipes

Those glowing heat pipes look super nice.
Do they hurt you when you walk on them?
by TRUEpicness
Tue Aug 13, 2019 5:24 pm
Forum: Mods
Topic: [Mod 0.17+] Omnimatter Naphtha Fix
Replies: 0
Views: 303

[Mod 0.17+] Omnimatter Naphtha Fix

This tiny mod adds in a very inefficient recipe for naphtha when omnimatter and science cost tweaker is active.
This is because naphtha is a component in SCT's blue science, however, omnimatter locks multiphase oil behind blue science, causing a deadlock.

https://mods.factorio.com/mod/omninaphthafix
by TRUEpicness
Fri Aug 09, 2019 11:12 pm
Forum: Modding help
Topic: Invalid prototype array
Replies: 3
Views: 775

Re: Invalid prototype array

It works now! Thanks for the help. Unfortunately, I have ran into another problem. The green house entity sprite (same as the lab) does not show up ingame. The input pipe connection is there but the rest isn't. I'm sure I have told the game to look for the lab sprite. I can't post the code right now...
by TRUEpicness
Thu Aug 08, 2019 9:32 pm
Forum: Modding help
Topic: Invalid prototype array
Replies: 3
Views: 775

Invalid prototype array

I am trying to make a greenhouse out of the base game assembly machine 3 so I copied over the AM3 entity info and changed what I needed but now it is throwing an invalid prototype array error onto the screen and it beginning to be frustrating. I simply do not know how to fix it. Are there any ideas ...
by TRUEpicness
Tue Aug 06, 2019 9:51 pm
Forum: Mods
Topic: [Mod 0.17+] Charcoal stuff
Replies: 0
Views: 381

[Mod 0.17+] Charcoal stuff

Not much to say here except that this mod adds in charcoal to use as fuel and a way to get rid of your old small power poles.
More stuff will be coming soon though however.

This is also my first mod so I am now entering a whole new world.

https://mods.factorio.com/mod/charcoalstuff
by TRUEpicness
Fri Jun 21, 2019 4:17 pm
Forum: News
Topic: Friday Facts #300 - Special edition
Replies: 49
Views: 16348

Re: Friday Facts #300 - Special edition

kovarex looks almost like the team is holding him hostage, forcing him to fix all the trains logic without sleeping. Break the signals in the next update, if this is true. We will notify officials. In the courtroom, 'you will be sentenced to optimising for the next 20 years.' 'Wait why are you all ...
by TRUEpicness
Mon Jun 17, 2019 11:28 am
Forum: General discussion
Topic: Why i will never play 0.17
Replies: 45
Views: 14617

Re: Why i will never play 0.17

mocore wrote: ↑
Mon Jun 17, 2019 7:41 am
ownlyme wrote: ↑
Tue Mar 19, 2019 2:25 pm
0.17 cons:
-- belts overlap other belts they are feeding (ruining the 3d effect)
I personally love the overlapping belts
Same here. It looks like it the belts drops items on to the next belt like a conveyor with, say, rocks on it. Therefore it gives off a proper factory like feeling.
by TRUEpicness
Sat May 04, 2019 1:47 pm
Forum: PyMods
Topic: Big crash
Replies: 0
Views: 552

Big crash

The game crashes when looking at a large blueprint with many py buildings in it.
It also sometimes crashes when holding a PY building. (Only tested with the wood processing unit, the crystal mine didn't do anything when I tried it with that.)
The crashes to desktop after this popup.
by TRUEpicness
Thu Feb 21, 2019 6:45 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 123053

Re: [0.17.x] Bob's Mods: General Discussion

I do see what you mean, but factorio is about automating things and the intermediate stuff might be somewhere in the base anyway ready to be picked up.
And no I don't work for IKEA lol :D.
by TRUEpicness
Tue Feb 19, 2019 10:47 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 123053

Re: [0.17.x] Bob's Mods: General Discussion

You could make the mk1 assembler produce all tier 1 items(basic circuit board iron gears mk1 drills etc) and then the mk2 assembly machine which will do all tier 2 and 1 items plus mk3 assembly machine and so on Which means manually sorting out what can be crafted in where by introducing a lot of c...
by TRUEpicness
Mon Feb 11, 2019 4:32 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 123053

Re: [0.17.x] Bob's Mods: General Discussion

You could make the mk1 assembler produce all tier 1 items(basic circuit board iron gears mk1 drills etc) and then the mk2 assembly machine which will do all tier 2 and 1 items plus mk3 assembly machine and so on
by TRUEpicness
Fri Feb 01, 2019 5:45 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 58149

Re: Friday Facts #280 - Visual Feedback is the king

I have never seen any other dev(s) that are this dedicated to user experience.
Bravo I say, bravo
by TRUEpicness
Fri Nov 09, 2018 7:28 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 31293

Re: Friday Facts #268 - The modern Biter

Amarula wrote: ↑
Fri Nov 09, 2018 7:21 pm
Albert, Ernestas wrote: the Factorio planet
Hctib wrote: ↑
Fri Nov 09, 2018 7:11 pm
on Biter's planet.
Hmm I think the Factorio planet needs a proper name: Factorium? Factination? Factinogo?
None of these seem quite right, I'll be interested to see what creative ideas the community generates :D
Factoria?
by TRUEpicness
Sat Oct 06, 2018 12:17 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 767259

Re: Bugs & FAQ

I use shiny angels too and it happens there so thats probably the cause
by TRUEpicness
Fri Oct 05, 2018 3:56 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 767259

Re: Bugs & FAQ

azakir nalda wrote: ↑
Thu Oct 04, 2018 5:21 pm
think i found a bug in the smelting mod. Smoke from the blast furnace is coming from the wrong location.smokey.JPG It appears to only do this on the steel recipe
i can confirm this too
it happens on all recipes and if you rotate it the smoke comes from different corners

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