Search found 97 matches
- Wed Dec 13, 2017 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][Linux] Freeze on start after "Loading mod core.."
- Replies: 61
- Views: 31626
- Wed Dec 13, 2017 6:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][Linux] Freeze on start after "Loading mod core.."
- Replies: 61
- Views: 31626
Re: [Oxyd][Linux] Freeze on start after "Loading mod core.."
This is a relief. I was working on dockerizing 0.16 and it wouldn't start in the alpine-glibc container. I was worried it somehow lost compatibility!
There's a busted version up on Docker Hub if anyone want to see it blow up.
There's a busted version up on Docker Hub if anyone want to see it blow up.
- Fri May 05, 2017 5:58 pm
- Forum: General discussion
- Topic: Automatic Robot Placing
- Replies: 6
- Views: 5114
Re: Automatic Robot Placing
Well, if the Roboport is full you don't really need any more robots 

- Wed Apr 26, 2017 11:56 pm
- Forum: General discussion
- Topic: Day & Night Cycle but without reducing brightness/Night mode
- Replies: 3
- Views: 2170
Re: Day & Night Cycle but without reducing brightness/Night mode
Arumba lights is close.
I would like to have a separation between Brightness and Light, so it could be 100% light but the brightness would still vary for solar panels. Streamers would really like it, too.
I would like to have a separation between Brightness and Light, so it could be 100% light but the brightness would still vary for solar panels. Streamers would really like it, too.
- Wed Apr 26, 2017 11:48 pm
- Forum: General discussion
- Topic: Requester Chest...
- Replies: 24
- Views: 16942
Re: Requester Chest...
The blue circuits pre-req doesn't make sense. Nothing related to bots uses blue circuits.
- Mon Apr 24, 2017 9:05 pm
- Forum: Pending
- Topic: [0.15.1][posila] Unable to create sprite error upon launch
- Replies: 8
- Views: 3202
Re: [0.15.1] Unable to create sprite error upon launch
probably not enough of video memory.
- Wed Mar 29, 2017 9:27 pm
- Forum: General discussion
- Topic: Factorio Release Cycle
- Replies: 22
- Views: 12151
Re: Factorio Release Cycle
Most of the features in .15 break existing mods, so releasing new features once they are ready would kill moding as we know it.
I think the large releases is worse for mods. When 0.15 comes mods will break. The modder fixes them with a patch. But now the mod doesn't work on 0.14. And actually ...
I think the large releases is worse for mods. When 0.15 comes mods will break. The modder fixes them with a patch. But now the mod doesn't work on 0.14. And actually ...
- Sat Mar 25, 2017 11:01 pm
- Forum: Ideas and Requests For Mods
- Topic: [Solved] Radar grid position helper
- Replies: 20
- Views: 12019
Re: [Solved] Radar grid position helper
I skip over every spot and end up with this pattern. Any way to get rid of that one empty chunk?
edit: nevermind. i was using rso radar and fixed it by CTRL+G on the radar in chunk 0,0.
edit: would be cool to have two different color grids. one for visual and one for exploration like MalcolmCooks ...
edit: nevermind. i was using rso radar and fixed it by CTRL+G on the radar in chunk 0,0.
edit: would be cool to have two different color grids. one for visual and one for exploration like MalcolmCooks ...
- Thu Dec 01, 2016 8:32 am
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12387
Re: [MOD 0.13.x+] Useful Map Colors
Maybe the original magenta? rgb(255,0,255). It fits the purple theme for oil.
I feel like it should stand it since it's valuable.
I feel like it should stand it since it's valuable.
- Wed Nov 30, 2016 7:33 am
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12387
Re: [MOD 0.13.x+] Useful Map Colors
The colors are really nice, but it's hard to see new oil deposits.
- Mon Nov 28, 2016 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Water dissapearing during concreting
- Replies: 7
- Views: 3690
Re: [0.14.21] Water dissapearing during concreting
Maybe upsup removed an important decorator?
- Sat Nov 26, 2016 7:56 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 348329
Re: [MOD 0.14.20] Robot Army. 0.2.3
I will try some flying bots. I've just been using squads of 40 rocket bots. They destroy everything.
edit: maybe rocket droids should be advanced circuit? they are pretty powerful. battle droid could use heavy armor instead of light because of the extra hp.
edit: maybe rocket droids should be advanced circuit? they are pretty powerful. battle droid could use heavy armor instead of light because of the extra hp.
- Fri Nov 25, 2016 7:43 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 78452
Re: Friday Facts #166 - Combat Revisit
What is the purpose of biters? I believe they are entropy. If not dealt with, your base should return to the stable condition which is nothingness.
The question is how much player time and resources should it take to deal with this entropy? I believe the resources it takes is OK, but the player ...
The question is how much player time and resources should it take to deal with this entropy? I believe the resources it takes is OK, but the player ...
- Fri Nov 25, 2016 7:13 pm
- Forum: Implemented Suggestions
- Topic: Mod Directories
- Replies: 8
- Views: 5420
Re: Mod Directories
I had a Mod profiles idea.
- Fri Nov 25, 2016 6:59 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 78452
Re: Friday Facts #166 - Combat Revisit
Make the biters less of an irritant, but still a threat
In my opinion the game was better with victory poles. I've started using Robot Army because the rate of biter re-expansion is too much. Other's use Ion Cannon for this purpose. It's pointless to prune biters manually because they'll be back ...
In my opinion the game was better with victory poles. I've started using Robot Army because the rate of biter re-expansion is too much. Other's use Ion Cannon for this purpose. It's pointless to prune biters manually because they'll be back ...
- Fri Nov 25, 2016 6:42 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 106262
Re: Circuit network features for 0.15
A MIN() combinator would be awesome for train loading.
- Fri Nov 25, 2016 4:06 am
- Forum: Releases
- Topic: Version 0.14.21
- Replies: 25
- Views: 43506
Re: Version 0.14.21
So far so good.
- Thu Nov 24, 2016 4:32 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 348329
Re: [MOD 0.14.20] Robot Army. 0.2.3
Thanks for the update!
* Green bot color is very nice
* Would be nice to be able to set GLOBAL_TARGETING_TYPE at the Droid Settings Module
* I used targetingTypes.defendAssembler and SQUAD_HUNT_RADIUS=500 to have them defend 500 tiles around the assembler. Would it make more sense to use DEFAULT ...
* Green bot color is very nice
* Would be nice to be able to set GLOBAL_TARGETING_TYPE at the Droid Settings Module
* I used targetingTypes.defendAssembler and SQUAD_HUNT_RADIUS=500 to have them defend 500 tiles around the assembler. Would it make more sense to use DEFAULT ...
- Tue Nov 22, 2016 11:28 pm
- Forum: This Forum
- Topic: Default forum theme is difficult to read
- Replies: 9
- Views: 4693
Re: Default forum theme is difficult to read
Site is very hard to read on mobile.
- Tue Nov 22, 2016 11:25 pm
- Forum: Implemented Suggestions
- Topic: Add ability to blueprint trains
- Replies: 24
- Views: 11596
Re: Add ability to blueprint trains
The train rolls out of a rail connected to an assembler, like fluid outputs.
The assembler has a station name. When a train goes there it is eaten.
The assembler has a station name. When a train goes there it is eaten.