Search found 344 matches
- Sun Dec 27, 2015 10:39 am
- Forum: Mods
- Topic: [.13-1.1.109] Aircraft (1.8.9)
- Replies: 188
- Views: 129286
Re: [0.12.20+] Aircraft (1.0.1) NEW PLANES!
License said you're not allowed to modify the mod and distribute it. :shock: I had messaged the original author to ask for permission, but in the months that followed he hadn't gotten back to me, and the mod didn't get updated. I waited for a while, but I just wanted to get this out there :D . Hey ...
- Sat Dec 26, 2015 11:32 am
- Forum: Mods
- Topic: [.13-1.1.109] Aircraft (1.8.9)
- Replies: 188
- Views: 129286
Re: [0.12.20+] Aircraft (1.0.1) NEW PLANES!
License said you're not allowed to modify the mod and distribute it. ![Shocked :shock:](./images/smilies/icon_eek.gif)
![Shocked :shock:](./images/smilies/icon_eek.gif)
- Sun Nov 08, 2015 7:52 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 183989
Re: Bob mods for 0.12
Hmm. I guess I wait for the next release.
I don't see the point in getting any of the new versions.
I don't see the point in getting any of the new versions.
- Sat Nov 07, 2015 7:18 am
- Forum: News
- Topic: Friday Facts #111 - Long term plans
- Replies: 93
- Views: 65637
Re: Friday Facts #111 - Long term plans
I don't really care about the endgames or completing it.
I want MOAR stuff to play with and more things to work with.
I want MOAR stuff to play with and more things to work with.
- Fri Oct 02, 2015 7:32 pm
- Forum: Releases
- Topic: Version 0.12.10
- Replies: 42
- Views: 49036
Re: Version 0.12.10
Can't update.
Update failed:
File /Applications/factorio.app/Contents/data/core/backers.json has unexpected content
Update failed:
File /Applications/factorio.app/Contents/data/core/backers.json has unexpected content
- Thu Oct 01, 2015 6:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.9][kovarex] Rocket Silo UI Bug
- Replies: 5
- Views: 6198
Re: [0.12.9] Rocket Silo UI Bug
I am wrong. Rocket inventory isn't missing. In fact, it's hidden behind the character inventory.
But I can't get to it though.
But I can't get to it though.
- Thu Oct 01, 2015 5:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.9][kovarex] Rocket Silo UI Bug
- Replies: 5
- Views: 6198
Re: [0.12.9] Rocket Silo UI Bug
I tried to put mine in.
No dice.
The satellite box is indeed missing.
No dice.
The satellite box is indeed missing.
- Tue Sep 29, 2015 7:16 pm
- Forum: Off topic
- Topic: New laptop and Factorio
- Replies: 10
- Views: 25990
Re: New laptop and Factorio
How so? I want a more complex game, with actual ground robots.Nic wrote:The game will only become more ressource efficient. Not more ressource hungry.Shekki wrote:Yeah, but I want make sure I can run it in future. Maybe if devs answer on this..
Such thing will grind the CPU to a halt.
- Mon Sep 28, 2015 5:38 am
- Forum: Ideas and Suggestions
- Topic: More (minor) technologies
- Replies: 4
- Views: 5204
Re: More (minor) technologies
The problem with increased walking speed is that you can no longer do 'fine' walking.
It's fine that it's fast, but it's particularly annoying that you keep missing the item you want to pick up.
It's fine that it's fast, but it's particularly annoying that you keep missing the item you want to pick up.
- Sun Sep 27, 2015 3:09 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 183989
Re: Bob mods for 0.12
So, even with the fastest belt, you can't feed components fast enough. Only bots and chests can provide the necessary throughput. I optimize for the greatest productivity at the expense of energy efficiency, so I also found myself building out large number of MARK III steam engines, converting coals...
- Sun Sep 27, 2015 2:10 am
- Forum: General discussion
- Topic: Diesel loco, which uses coal
- Replies: 18
- Views: 18274
Re: Diesel loco, which uses coal
It can use any fuel to run.
So, to me, it's just a locomotive.
So, to me, it's just a locomotive.
- Fri Sep 25, 2015 6:33 am
- Forum: Mods
- Topic: [MOD 0.12.x] SimpleTeleporters
- Replies: 81
- Views: 69437
Re: [MOD 0.12.x] SimpleTeleporters
Very useful mod, but mechanism awkward.
Upgrade delinks.
It's not possible to link teleporters remotely, which means walking back and forth.
I am not sure what's the point of buffer capacity if upgraded teleporters takes longer to cool down. Seems like a downgrade to me.
Upgrade delinks.
It's not possible to link teleporters remotely, which means walking back and forth.
I am not sure what's the point of buffer capacity if upgraded teleporters takes longer to cool down. Seems like a downgrade to me.
- Tue Sep 15, 2015 2:24 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 377823
Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.
What controls starting area. In the definitions, autoplace peaks. starting_area_weight_optimal = 0, starting_area_weight_range = 0, starting_area_weight_max_range = 2, The first line, Optimal sets if the peak is for a starting area or not. 0 means outside the starting area, 1 means in it. if these ...
- Tue Sep 15, 2015 3:16 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 377823
Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.
Hmm, I can't find bauxite at all. And I had built several remote bases.
Edit: At least not yet.
Still, it's an early critical ingredient if you want faster bots and other goodies.
Edit: At least not yet.
Still, it's an early critical ingredient if you want faster bots and other goodies.
- Sun Aug 02, 2015 8:27 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Aircraft
- Replies: 65
- Views: 102423
Re: [0.12.] Aircraft
License?
- Wed Jul 29, 2015 10:37 pm
- Forum: Ideas and Requests For Mods
- Topic: RepairChest Mod
- Replies: 33
- Views: 18799
Re: RepairChest Mod
I hate testing manually. It feels so unsystematic and unscientific and inefficient.jorgenRe wrote:kiba wrote: There is no need to automate such a mod.
All you need to do is to have it all setup and ready for you to test in a world!
and if something goes wrong edit the script and reload.
- Wed Jul 29, 2015 10:10 pm
- Forum: Ideas and Requests For Mods
- Topic: RepairChest Mod
- Replies: 33
- Views: 18799
Re: RepairChest Mod
#4 Mod development is not dead, but I got mired down into writing a testing framework for this rather than the actual feature implementation. I want an automatic way of doing integration testing, but it turns out that writing automation code makes development 3x as long, plus, a loss in disciple/wil...
- Wed Jul 29, 2015 8:02 pm
- Forum: Mods
- Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
- Replies: 58
- Views: 52390
Re: [0.12.0]The Underground(Update 4: 29th July))
Awesome idea!
I hope you have to dig out dirts underground. I would to have my very own Tunnel Boring Machine, like this:
https://en.wikipedia.org/wiki/Tunnel_bo ... o_East.jpg
I hope you have to dig out dirts underground. I would to have my very own Tunnel Boring Machine, like this:
https://en.wikipedia.org/wiki/Tunnel_bo ... o_East.jpg
- Tue Jul 28, 2015 4:17 pm
- Forum: Mods
- Topic: [0.10.x] Terminal Chests
- Replies: 34
- Views: 28907
Re: [0.10.x] Terminal Chests
And about licence: a lot of mod developers all over the gaming communities include something like "mod distributed under <licence>", for instance GNU GPL - it is basically a not-bad way to tell everyone "Yes, you can take my source code and do whatever you want with it, but as long a...
- Tue Jul 28, 2015 4:13 pm
- Forum: Mods
- Topic: [0.10.x] Terminal Chests
- Replies: 34
- Views: 28907
Re: [0.10.x] Terminal Chests
I'm not sure what you mean by license, Factorio mods are almost universally made under the "do whatever, just don't be rude" "license." (In other words, no license but don't be a jerk.) If you want to just include someone's stuff in your own mod like as a modpack or whatever, as...