Search found 17 matches

by Aquaholic27
Tue Oct 22, 2024 4:47 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.8] Crash hovering pipe blueprints over other pipes (drawUndergroundConnections)
Replies: 5
Views: 875

Re: [2.0.8][mac] Crash hovering pipe blueprints over other pipes (drawUndergroundConnections)

I'm able to reproduce it consistently now!

1. Load save
2. Hover the paste over the right-hand side of the pipes
3. Crash
by Aquaholic27
Tue Oct 22, 2024 1:53 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.8] Crash hovering pipe blueprints over other pipes (drawUndergroundConnections)
Replies: 5
Views: 875

[raiguard][2.0.8] Crash hovering pipe blueprints over other pipes (drawUndergroundConnections)

I just attempted to rotate / place over this copy+paste I did of the pipes around my crashed spaceship to try mark out a 'buffer zone' around the ship--

Screenshot 2024-10-22 at 9.35.54 am.png

And the game crashed as I pressed R to rotate the 'L' section of pipes - it didn't occur when I ...
by Aquaholic27
Tue Sep 17, 2019 1:32 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

If you broadcast it without making money from the broadcast, then you’re fine if I’m understanding the terms correctly. So as long as you’re not making money from the video, permission is given. I think - I may be wrong.
by Aquaholic27
Sat Sep 07, 2019 3:30 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

I don’t know myself, the extra-long handcrafting times made finally getting the automation of inserters, belts, and the basic copper chassis so so, sweet.
by Aquaholic27
Fri Sep 06, 2019 12:45 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Industrial Revolution (WIP)

Time zones exist, have a little patience. The mod won’t be going anywhere.
by Aquaholic27
Fri Aug 30, 2019 5:16 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Industrial Revolution (WIP)


Will this mod have any loaders by default or do we need to bring those in with other mods?


Well, Deadlock already has a mod that adds loaders - I’d assume you would just use that. No sense in duplicating features - I already disable the Krastorio loaders because of Deadlock’s ones fitting the ...
by Aquaholic27
Sun Aug 25, 2019 1:20 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Industrial Revolution (WIP)

I keep telling myself that I can be patient for this mod, but you keep showing new screenshots that prove me wrong - the mod’s too good!
by Aquaholic27
Wed Aug 21, 2019 4:49 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Industrial Revolution (WIP)

If someone uses the graphics without permission, then it very much is stealing - if someone used the same art style, then it’d be a homage.
by Aquaholic27
Sun Aug 18, 2019 10:25 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Industrial Revolution (WIP)

Also, it’s a pretty big overhaul from what we’ve seen, if you want to play it on an existing save, you’re missing out on a pretty big chunk of the early bits - or not, because all the recipes will probably require a fair bit of infrastructure to set up so you’d probably need to redo almost ...
by Aquaholic27
Wed Aug 14, 2019 9:12 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Industrial Revolution (WIP)

That makes sense to me actually - although I still think there should be some distinction between smaller casual streamers getting donations for $2 and larger streamers - but that’s just my take on it.

On the topic of that though, is there anything in the Factorio TOS that prevents you from setting ...
by Aquaholic27
Wed Aug 14, 2019 4:02 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Industrial Revolution (WIP)

I’m in love with those graphics - although I’m internally screaming thinking about how hard it’s probably going to be to take those late-game machines. All the more incentive to automate everything to the max - the factory must grow!

As a side note, if it’s alright could I get some clarification on ...
by Aquaholic27
Sat Aug 10, 2019 1:44 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)


Well, Deadlock, on our server network, we don't like to use "big" mods that do a lot of game changing, but your artwork is so good... we'll definitely be taking a look at it, at the very least. I implore you to not change too much in the vanilla game, but rather to make this something that extends ...
by Aquaholic27
Wed Aug 07, 2019 9:59 am
Forum: Releases
Topic: Version 0.17.63
Replies: 21
Views: 18337

Re: Version 0.17.63





Why is there no mention to changes to fluid box connections in entities? There definitely was some change, since several mods broke due to it.

https://forums.factorio.com/viewtopic.php?f=34&t=70603 ... ?


should probably be listed in the changes area of this update. at the first post ...
by Aquaholic27
Wed Aug 07, 2019 2:16 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

I love large structures in mods, but sadly they're almost always only used once or twice, as monuments or things like rocket silos. The 7x7 drill looks amazing, and considering that it'll be used a lot in late-game mining outposts means that players will actually be able to see it in use! Hype for ...
by Aquaholic27
Wed Jul 24, 2019 8:51 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 434197

Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

I found out about this Mod-In-Progress from Krastorio's 'Full Compatibility with Deadlock's Industrial Revolution' goal, and I have to say, if that works out, this mod combo will be *incredible*.
by Aquaholic27
Fri Jan 25, 2019 2:39 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1670626

Re: Development and Discussion

Where can we find more information on the update to Angel's Industries? This looks *very* interesting!

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