Search found 299 matches
- Fri Sep 15, 2023 3:20 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 76870
Re: Friday Facts #376 - Research and Technology
In my opinion discussing the names of the qualities is the ultimate bikeshed . The names can be very easily changed; what about the mechanics? Personally I'm fine with the randomness; that's just another thing to automate around :) Plus, I don't think this is quality's final form anyway, since we're...
- Fri Aug 16, 2019 7:23 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 94447
- Fri Jan 25, 2019 5:38 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 83723
Re: Friday Facts #279 - Train GUI & Modern Spitter
My first thought was YES FFF
Then YES TRAIN IMPROVEMENTS
Then "acid green acid makes sense but looks weird"
Then YES TRAIN IMPROVEMENTS
Then "acid green acid makes sense but looks weird"
- Thu Aug 02, 2018 1:13 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1033
- Views: 332175
Re: PyCoalTBaA or the PyCoal Angels Patch
I hope you update soon. Me, and one other as it seems, have been getting a"nih value" error on startup. Both have been reported over a month ago, and there hasn't been any sign of a fix. Updated everything today and got this error at launch: -- Failed to load mods:_ _PyCoalTBaA_ _/data-fin...
- Mon Jul 09, 2018 11:12 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1033
- Views: 332175
Re: PyCoalTBaA or the PyCoal Angels Patch
I'm getting an error between this and SpaceX.
Error:
Mod list:
Code: Select all
__PyCoalTBaA__/data-final-fixes.lua:39: __PyCoalTBaA__/updates/SpaceX.lua:169: attempt to index field 'results' (a nil value)
Mod list:
- Sat Mar 24, 2018 3:51 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 57368
Re: Friday Facts #235 - 0.16 stable
to be fair that's how i feel sometimes when codingRseding91 wrote:We changed nothing about how it worked and somehow it was crashing less.
and also playing factorio
and everything in life
- Mon Jan 01, 2018 11:47 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1534816
Re: Development and Discussion
yeah I read that, the point is that after giving it some thought I wouldnt integrate that as a permanent part of the mod, because if you have 500k copper in storage you did something wrong in balancing out the outputs to your needs ;) I would recommend that if you really want it you make it a mini-...
- Mon Jan 01, 2018 5:39 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1534816
Re: Development and Discussion
Hey Arch66Angel. I proposed this idea almost 2 years ago during 0.14 on #mod-making on the Factorio Discord. Melt ores (the vanilla/bob's ores) with some sulfuric acid, or some other acid, to create a small amount of mineral slurry. That is all. I have 500k copper ore sitting in quite a few silos ri...
- Sat Dec 16, 2017 6:51 pm
- Forum: Duplicates
- Topic: [kovarex] [0.16.2] Belts between splitter invisible while placing blueprint
- Replies: 6
- Views: 3281
Re: [0.16.2] Belts between splitter invisible while placing blueprint
No, this is a brand new world for 0.16 specifically.
- Sat Dec 16, 2017 6:01 pm
- Forum: Duplicates
- Topic: [kovarex] [0.16.2] Belts between splitter invisible while placing blueprint
- Replies: 6
- Views: 3281
Re: [0.16.2] Belts between splitter invisible while placing blueprint
In 0.16.4 also. Save and log attached.Loewchen wrote:Can not reproduce, can you for 16.4?
If yes, provide save and log please.
- Fri Dec 15, 2017 4:57 am
- Forum: Duplicates
- Topic: [kovarex] [0.16.2] Belts between splitter invisible while placing blueprint
- Replies: 6
- Views: 3281
[kovarex] [0.16.2] Belts between splitter invisible while placing blueprint
Factorio 0.16.2, Windows 10.
When previewing a blueprint placement with belts sandwiched between 2 splitters, the belts are invisible, but still places a ghost entity when placed.
When previewing a blueprint placement with belts sandwiched between 2 splitters, the belts are invisible, but still places a ghost entity when placed.
Before placement
After placement
- Fri Dec 01, 2017 9:12 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 92485
Re: Friday Facts #219 - Cliffs
Those cliffs look amazing.
- Tue Nov 07, 2017 2:39 pm
- Forum: Angels Mods
- Topic: [0.15.x] Auto-detecting Ore Crusher
- Replies: 12
- Views: 6580
Re: [0.15.x] Auto-detecting Ore Crusher
Thank you for making this. Now I can make that universal ore crushing build.
- Tue Sep 19, 2017 3:38 am
- Forum: General discussion
- Topic: What is everyone's preferred train size
- Replies: 70
- Views: 50948
Re: What is everyone's preferred train size
My last save used 2-4-2. I've used 1-2 in my first few playthoughs because of Bentham's influence. I want to upgrade to larger trains sometime in the future, but that's for another time.
- Fri Jun 23, 2017 9:37 pm
- Forum: General discussion
- Topic: Steam/diesel locomotives
- Replies: 20
- Views: 8963
Re: Steam/diesel locomotives
I certainly would welcome train variety, however steam locomotives don't fit Factorio's setting. Within the first few minutes of gameplay we transition from burner era to electricity from steam engines. Within an hour we are at solar if not nuclear. By the time trains become a thing we are already ...
- Thu Jun 22, 2017 6:25 pm
- Forum: General discussion
- Topic: Steam/diesel locomotives
- Replies: 20
- Views: 8963
Re: Steam/diesel locomotives
I'd say to have 2 types of steam locos, and change the Diesel Locomotive. Steam engines require both fuel and water, but they're highly versatile with 2 different kinds. Although, they can only move at top speed when going forwards. Tank Engine (Tier 1) Small internal inventory for water (1/2 tank) ...
- Sun Jun 18, 2017 11:58 pm
- Forum: General discussion
- Topic: how often you play peacefull ?
- Replies: 10
- Views: 4938
Re: how often you play peacefull ?
All the time. Killing biters isn't really my thing. I just like building factories.
- Sun Jun 18, 2017 11:21 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 80250
Re: [MOD 0.15] ShinyBobGFX
Yay!Zombiee wrote:New version uploaded finally. More graphics, existing look better (to me), smaller size AND you don't need to use high sprite resolution.
- Thu Jun 15, 2017 5:46 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 80250
Re: [MOD 0.15] ShinyBobGFX
I used some hi res graphics as default, if your settings for sprite resolution is not High then it crashes. I'll work on some low res stuff to match. In the meantime, you can change your Settings > Graphics > Sprite Resolution = High and it should load fine. Could you just resize the sprites to a l...
- Sat May 27, 2017 2:58 pm
- Forum: Mods
- Topic: [MOD 0.15+] Brighter Color Mask - Locomotive 0.2.1
- Replies: 11
- Views: 5907
Re: [MOD 0.15+] Brighter Color Mask - Locomotive 0.2.1
Hermios seems to have fixed the bug in RailPowerSystem 0.1.2.
EDIT: Nope, the bug is still here.
EDIT: Nope, the bug is still here.