Hi Posila,
I'm running 369.09. Well, it happend anyway :p I know it's an older driver, but I never like to update them, because I know what I have and don't know what new bugs are in the newer versions :) I guess your advice is to update the drivers? :p
I'm indeed running Afterburner, along with ...
Search found 65 matches
- Thu Nov 24, 2016 4:28 pm
- Forum: Technical Help
- Topic: [0.14.20] Factorio crashing on startup
- Replies: 3
- Views: 1881
- Sat Nov 19, 2016 2:47 pm
- Forum: Technical Help
- Topic: [0.14.20] Factorio crashing on startup
- Replies: 3
- Views: 1881
[0.14.20] Factorio crashing on startup
Hi there,
You'd say that I know what I'm doing, giving my modding experience with this game. Well, I don't. The game is crashing immediately on startup, throwing an unknown error at my face. On my laptop (win10 64bit) there is no issue at all (tried that installation). A completely fresh 0.14.20 ...
You'd say that I know what I'm doing, giving my modding experience with this game. Well, I don't. The game is crashing immediately on startup, throwing an unknown error at my face. On my laptop (win10 64bit) there is no issue at all (tried that installation). A completely fresh 0.14.20 ...
- Tue Jan 12, 2016 3:37 pm
- Forum: Mods
- Topic: 12.20+ TreeFarm Lite
- Replies: 37
- Views: 51661
Re: 12.20 Dytech and TreeFarm Lite
I might be remembering wrong, but I thought in v11 Dytech that dirty water wouldn't power a steam engine at maximum performance. However I see I get 100% performance in my engines currently. I might just be remembering wrong though?
This is an bug that I never got around to fix.
Thanks for ...
This is an bug that I never got around to fix.
Thanks for ...
- Fri Nov 06, 2015 8:20 am
- Forum: Texture Packs
- Topic: [Request] Dytech-Power artwork
- Replies: 37
- Views: 40298
Re: [Request] Dytech-Power artwork
Hello there,
i am pretty skilled in making textures. However information you provided is not enough to make something fancy or to see where are you going with those poles. (or even in general for proper feel what is/will be dytech from point of view of textures) If you are willing on to pm me some ...
i am pretty skilled in making textures. However information you provided is not enough to make something fancy or to see where are you going with those poles. (or even in general for proper feel what is/will be dytech from point of view of textures) If you are willing on to pm me some ...
- Fri Nov 06, 2015 8:08 am
- Forum: Mods
- Topic: [0.12.x] Craft Faster
- Replies: 8
- Views: 20776
Re: [0.12.x] Craft Faster
Hi.
I have got this to work (0.12.16) changed the "control.lua" to this:
require("defines")
local ontick=defines.events.on_tick
function UpdateSpeeds()
for _,f in pairs(game.forces) do
if f.technologies["faster-crafting-5"].researched then
f.manual_crafting_speed_modifier = 2
elseif f ...
I have got this to work (0.12.16) changed the "control.lua" to this:
require("defines")
local ontick=defines.events.on_tick
function UpdateSpeeds()
for _,f in pairs(game.forces) do
if f.technologies["faster-crafting-5"].researched then
f.manual_crafting_speed_modifier = 2
elseif f ...
- Fri Sep 25, 2015 8:02 pm
- Forum: Multiplayer
- Topic: [Public/Europe] Dedicated Server
- Replies: 331
- Views: 164056
Re: [Public/Europe] Dedicated Server [0.12.8/Dytech/RSO/FARL]
I think yesterday somebody pressed that Dytech button, which I heard of, can cause a server crash.
Yes, that was the reason for the crash yesterday, Dytech-Power has now been upgraded to 1.1.2, that fixes the issue.
What are you actually running for the server, such that no <server> player ...
Yes, that was the reason for the crash yesterday, Dytech-Power has now been upgraded to 1.1.2, that fixes the issue.
What are you actually running for the server, such that no <server> player ...
- Wed Sep 23, 2015 6:36 pm
- Forum: Texture Packs
- Topic: [Request] Dytech-Power artwork
- Replies: 37
- Views: 40298
Re: [Request] Dytech-Power artwork
*bump*
Since Dysoch gave me some more work to do, I need a few textures for new powerpoles. Here is what I've come up with so far:
- Telephone pole (1x1, large range, no area)
- Alien powerpole (2x2, small range, large area)
- large area pole (1x1, small range, medium area)
Thanks!
~ML
Since Dysoch gave me some more work to do, I need a few textures for new powerpoles. Here is what I've come up with so far:
- Telephone pole (1x1, large range, no area)
- Alien powerpole (2x2, small range, large area)
- large area pole (1x1, small range, medium area)
Thanks!
~ML
- Wed Sep 23, 2015 6:22 pm
- Forum: Texture Packs
- Topic: Information
- Replies: 2
- Views: 9281
Re: Information
Thank you for all the work you have done for all the modders out there, including myself.
I hope we'll see you back making more those fancy graphics!
~ML
I hope we'll see you back making more those fancy graphics!
~ML
- Wed Aug 26, 2015 10:10 am
- Forum: Mods
- Topic: [0.12.x] Craft Faster
- Replies: 8
- Views: 20776
Re: [0.12.x] Craft Faster
Manually.
- Mon Jul 27, 2015 2:47 pm
- Forum: Mods
- Topic: [0.12.x] Craft Faster
- Replies: 8
- Views: 20776
[0.12.x] Craft Faster
0.12 not work
I just made the Craft Faster mod 0.12 compatible. I wanted to use it (great reason, I know).
I'll poke somebody on this forum to move the topic to 0.12 compatible mods.
For now, DL:
http://bit.ly/GetCraftFaster (version 0.0.3)
Small changelog:
Updated the mod to 0.12 (duuh ...
I just made the Craft Faster mod 0.12 compatible. I wanted to use it (great reason, I know).
I'll poke somebody on this forum to move the topic to 0.12 compatible mods.
For now, DL:
http://bit.ly/GetCraftFaster (version 0.0.3)
Small changelog:
Updated the mod to 0.12 (duuh ...
- Mon Jul 27, 2015 2:41 pm
- Forum: Mods
- Topic: [0.11.x] Craft Faster
- Replies: 27
- Views: 30411
Re: [0.11.x] Craft Faster
0.12 not work
I just made the mod 0.12 compatible. I wanted to use it (great reason, I know).
I'll poke somebody on this forum to move the topic to 0.12 compatible mods.
For now, DL:
http://bit.ly/GetCraftFaster (version 0.0.3)
Small changelog:
Updated the mod to 0.12 (duuh)
Added my name ...
I just made the mod 0.12 compatible. I wanted to use it (great reason, I know).
I'll poke somebody on this forum to move the topic to 0.12 compatible mods.
For now, DL:
http://bit.ly/GetCraftFaster (version 0.0.3)
Small changelog:
Updated the mod to 0.12 (duuh)
Added my name ...
- Fri Jul 24, 2015 5:04 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 256044
Re: Electric energy
It isnt. Think of all the medical applications. Processed uranium is also used as counterbalance in planes, and there are so many other applications (killing people).
~ML
- Thu Jul 23, 2015 8:50 am
- Forum: Texture Packs
- Topic: [Request] Dytech-Power artwork
- Replies: 37
- Views: 40298
Re: [Request] Dytech-Power artwork
looks good! Thanks!
- Mon Jul 13, 2015 7:32 am
- Forum: Texture Packs
- Topic: [Request] Dytech-Power artwork
- Replies: 37
- Views: 40298
Re: [Request] Dytech-Power artwork
One small note: The entity will never rotate. It will always stay the same rotation.
~ML
~ML
- Sun Jul 12, 2015 6:58 pm
- Forum: Texture Packs
- Topic: [Request] Dytech-Power artwork
- Replies: 37
- Views: 40298
Re: [Request] Dytech-Power artwork
Ehh, good question 
I think 3 tiles horizontal by 4 or 5 tiles vertical (whatever looks best) is enough. The entity will always be placed below the nuclear reactor (in the middle), so maybe you can make sure the pictures look good together?
~ML

I think 3 tiles horizontal by 4 or 5 tiles vertical (whatever looks best) is enough. The entity will always be placed below the nuclear reactor (in the middle), so maybe you can make sure the pictures look good together?
~ML
- Fri Jul 10, 2015 7:05 pm
- Forum: General discussion
- Topic: 0.12 status
- Replies: 41
- Views: 24762
Re: 0.12 status
I'd love it if the devs of large mods could get a early copy of 0.12... I want to port my Dytech, so Dysoch and I can release quickly after the public release of 0.12, but I have no idea what's gonna break (apart from all the scripting, which won't be in the next release of Dytech ;))... Could a dev ...
- Fri Jul 10, 2015 9:39 am
- Forum: Texture Packs
- Topic: [Request] Dytech-Power artwork
- Replies: 37
- Views: 40298
Re: [Request] Dytech-Power artwork
I've slightly changed the way I want to use the reactor. I need a texture for a dynamo (usable like a steam engine), which would come at the bottom of the reactor, directly adjacent to it. I think it would be neat if it would be different from the normal steamengine, and look more like a dynamo of ...
- Thu Jul 09, 2015 7:39 am
- Forum: Development tools
- Topic: GFX-Shift-Tool
- Replies: 15
- Views: 34000
Re: GFX-Shift-Tool
I can't get the phpversion to work. I've uploaded the files to my personal website (http://www.elska.nl/misc/fpicshift/index.php), but the buttons don't seem to do anything?
~ML
~ML
- Sun Jul 05, 2015 4:44 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 200743
- Fri Jul 03, 2015 1:08 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 200743
Re: Count to 1,000,000
291 is the number that you just read.