Search found 14 matches

by Frostea
Sat Jun 06, 2015 11:13 am
Forum: Mods
Topic: [WIP] More Radars [0.0.4]
Replies: 4
Views: 4743

Re: [WIP] More Radars

Some screenshots and more details about the radars would be good.
by Frostea
Fri Feb 06, 2015 8:26 am
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 148018

Re: [MOD 0.11.X] Air Filtering

Hi everyone! I downloaded the mod and it nicely works. But i encoured a "bug". My setup is an air filtering machine with an assembly machine next to it to automate the process of recycling filters. So i realized that the insertes won't put recycled filter into the air filtering machine in...
by Frostea
Fri Feb 06, 2015 7:17 am
Forum: Gameplay Help
Topic: Blue Science Struggles
Replies: 10
Views: 3207

Re: Blue Science Struggles

If you think you left enough room, double it Very sound advice. Also, if you think you have enough production, it is time to triple it. For example, you have two sets of 32 furnaces making the iron/copper plates, and you managed to get blue science running. To actually achieve endgame at a reasonab...
by Frostea
Fri Feb 06, 2015 7:01 am
Forum: Multiplayer
Topic: could use someone that's good at oil production
Replies: 5
Views: 8967

Re: could use someone that's good at oil production

Those poor chemical plants are in a mess :D Keep the storage tanks far away, allocate a significant amount of space for your oil industry next time, and try arranging them in a line like this: Chemical Plants: http://i.imgur.com/l79PGs0.png Refinery Row: http://i.imgur.com/TWrjjxF.png Will make your...
by Frostea
Thu Feb 05, 2015 5:18 am
Forum: Ideas and Suggestions
Topic: Confirmation dialogue for deleting saves
Replies: 0
Views: 742

Confirmation dialogue for deleting saves

There is currently no confirmation dialogue for deleting saves. Some folks might find out about this the hard way, so I think it is best to have one by default, with a toggle button to turn off the dialogue, just in case you have many saves you want to delete.
by Frostea
Sun Feb 01, 2015 3:38 am
Forum: Mods
Topic: [MOD 0.10.x] Time Display - v1.0.0
Replies: 36
Views: 25336

Re: [MOD 0.10.x] Time Display - v1.0.0

Ack, I don't have a second system to test multiplayer functionality. Can you post the error? Might be able to dig out something that works.
by Frostea
Sat Jan 31, 2015 7:55 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 61871

Re: [0.11.x] Factorio Maps

Process indication would mean that the script that runs the screenshotting program would have to be async from the UI thread. I'm no LUA programmer, but I don't think that is even possible under the current LUA scripting interface for Factorio. Gonna need a dev to answer this. I think the current im...
by Frostea
Sat Jan 31, 2015 7:20 pm
Forum: Mods
Topic: [MOD 0.10.x] Time Display - v1.0.0
Replies: 36
Views: 25336

Re: [MOD 0.10.x] Time Display - v1.0.0

Fixed it to work with 11.13.
It was already working if you started a brand new game with it. Now it is able to load even in existing saves. I only tested it on a few of my saves so please report any issues.

Image
by Frostea
Sun Jan 25, 2015 8:10 am
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 447
Views: 196979

Re: Just bought the game; What were Your first impressions?

My personal experience was: Oh I can build a machine to help me build more of... these other machines... And I can build a lot of them.... BUILD ALL THE MACHINES! :shock: Seriously though, the game design boils down to: create machines that automate processes. Balance the processes and achieve resea...
by Frostea
Sat Jan 24, 2015 2:09 pm
Forum: Pending
Topic: [0.11.3] log bots not filling request
Replies: 6
Views: 3515

Re: [0.11.3] log bots not filling request

Well i use an insane amount of bots, and have not noticed that long delay. and "batches"robots to do things. (maybe it takes 5 sec, to summon 15.000 bots, but i am ok with that) Wat i did notice was, that i request 50 items, and that i get back 52 items. Request 100 items, and get back 10...
by Frostea
Thu Jan 22, 2015 12:55 am
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 60268

Re: [MOD 0.10.2] Automatic Rail Laying Machine

I'm uhhh... Not too sure what are you trying to say. So it is supposed to be broken as it is? I am mostly aware of how the logic works for the train as I've read through the control.lua, although I don't do LUA much so I can't pin-point the error. I assume that in your unreleased version of this mod...
by Frostea
Wed Jan 21, 2015 9:42 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 60268

Re: [MOD 0.10.2] Automatic Rail Laying Machine

I'm not sure if someone has mentioned it, but there seems to be a bug when the rail layer tries to place straight tracks after curved ones. As shown: http://i.imgur.com/TCPnQdy.png It performs flawlessly on straight lines but as soon as my cursor tries to go sideways a little, it places a single cur...
by Frostea
Tue Jan 20, 2015 10:07 pm
Forum: Modding discussion
Topic: Is it possible to have modules for vehicles?
Replies: 3
Views: 4593

Re: Is it possible to have modules for vehicles?

L0771 wrote:The only way is try with module_slots = x, but i think no.
I've tried that but it doesn't do anything. Just for reference, automatic = true doesn't do anything for weapons either (from the auto-firing laser equipment). I wanted to make auto-firing weapons :(
by Frostea
Tue Jan 20, 2015 2:44 pm
Forum: Modding discussion
Topic: Is it possible to have modules for vehicles?
Replies: 3
Views: 4593

Is it possible to have modules for vehicles?

Hello, I'm in the process of modding the tank at the moment and it seems that having modules to alter the behavior of the tank would make it more interesting. Anyone knows if this is possible?

Edit: By modules I mean the ones similar to modules for buildings.

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