Search found 14 matches
- Sat Jun 06, 2015 11:13 am
- Forum: Mods
- Topic: [WIP] More Radars [0.0.4]
- Replies: 4
- Views: 5544
Re: [WIP] More Radars
Some screenshots and more details about the radars would be good.
- Fri Feb 06, 2015 8:26 am
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 171127
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...
- Fri Feb 06, 2015 7:17 am
- Forum: Gameplay Help
- Topic: Blue Science Struggles
- Replies: 10
- Views: 4623
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...
- Fri Feb 06, 2015 7:01 am
- Forum: Multiplayer
- Topic: could use someone that's good at oil production
- Replies: 5
- Views: 9838
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...
- Thu Feb 05, 2015 5:18 am
- Forum: Implemented Suggestions
- Topic: Confirmation dialogue for deleting saves
- Replies: 0
- Views: 1161
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.
- Sun Feb 01, 2015 3:38 am
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29519
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.
- Sat Jan 31, 2015 7:55 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73300
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...
- Sat Jan 31, 2015 7:20 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29519
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.
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.
- Sun Jan 25, 2015 8:10 am
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 456
- Views: 266610
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...
- Sat Jan 24, 2015 2:09 pm
- Forum: Pending
- Topic: [0.11.3] log bots not filling request
- Replies: 6
- Views: 4359
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...
- Thu Jan 22, 2015 12:55 am
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 77515
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...
- Wed Jan 21, 2015 9:42 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 77515
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...
- Tue Jan 20, 2015 10:07 pm
- Forum: Modding discussion
- Topic: Is it possible to have modules for vehicles?
- Replies: 3
- Views: 5297
Re: Is it possible to have modules for vehicles?
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 weaponsL0771 wrote:The only way is try with module_slots = x, but i think no.
- Tue Jan 20, 2015 2:44 pm
- Forum: Modding discussion
- Topic: Is it possible to have modules for vehicles?
- Replies: 3
- Views: 5297
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.
Edit: By modules I mean the ones similar to modules for buildings.