Search found 282 matches
- Fri Jul 24, 2015 12:03 pm
- Forum: Resolved Problems and Bugs
- Topic: Beacons stop working when modules are replaced.
- Replies: 6
- Views: 4887
Re: [0.12.0] Beacon effects not applied in migrated savegames
Do you have a save game? When I try it they're always showing and working correctly. I just checked my 0.11 save and it worked fine for my smelting. I couldnt check for pumpjacks since i didnt put beacons on them yet. It might be specific error caused by mixture of mods. My electric grid wasnt work...
- Fri Jul 24, 2015 12:00 pm
- Forum: Ideas and Suggestions
- Topic: Add physics to Trains, and support for more Wagon options
- Replies: 2
- Views: 2104
Re: Add physics to Trains, and support for more Wagon options
Let's make this instead
- Fri Jul 24, 2015 11:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 60336
Re: [Mod 0.12.x] Equalizer chests v1.1.1
I tried to chain the boxes to make smth like conveyor belt, but after putting about 400 of them it started to affect performance :pssilk wrote:Moved thread to convenience, I think this has a deeper game-changing effect. But I left a link.
- Fri Jul 24, 2015 11:55 am
- Forum: Duplicates
- Topic: Game crashes when rotating blueprints with underground belt
- Replies: 2
- Views: 4452
Re: Game crashes when rotating blueprints with underground belt
This was only reported 1000 times. Also use links instead of attachment with images so big plz ...
- Fri Jul 24, 2015 11:53 am
- Forum: Show your Creations
- Topic: (Something with train) Is Boring and Inefficient
- Replies: 28
- Views: 27001
Re: Farl Is Boring and Inefficient
Train track design with space between them was mainly made because it needs space for signals between tracks. Since it was efficient and looke good everyone copied it. I use space between tracks to put large poles there. With personal roboport i can lay both side of the tracks and pole in 1 click.
- Thu Jul 23, 2015 10:36 pm
- Forum: Mods
- Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
- Replies: 58
- Views: 52173
Re: [0.12.0]The Underground(not released yet)
How about a cave?
Would it be possible to spawn finite surface and surround main path with stones and stuff? I doubt you cant hole per se, no?
Would it be possible to spawn finite surface and surround main path with stones and stuff? I doubt you cant hole per se, no?
- Tue Jul 21, 2015 4:38 pm
- Forum: Ideas and Suggestions
- Topic: No overflow on Belts?
- Replies: 10
- Views: 3070
Re: No overflow on Belts?
Real life, the items would fall off the belt unless there was a blocker at the end. Factorio had that feature and it is now gone. I dont mind it. I kinda like it now. But what is going to cripple bases the most is... apparently in v12.1, with the new lasers being a 2x2, any objects tbe lasers are c...
- Tue Jul 21, 2015 4:31 pm
- Forum: Show your Creations
- Topic: Create a song using only Factorio sounds
- Replies: 5
- Views: 11161
Re: Create a song using only Factorio sounds
There is a guy who creates music based on BF and CoD gun sounds. Everything can be used to make music Google jingle smells if you dont already know itXterminator wrote:Man this is pretty damn awesome. I never thought a song could be created based on random Factorio sounds. Quite impressive!
- Tue Jul 21, 2015 12:58 am
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 68678
Re: Friday facts #95 - 0.12 Release today
Fair enough, 2 clicks. First click to commit changes and 2nd to sync repository.jockeril wrote:
how exactly do you sync to github in one click ? using a desktop link to a command-line sync of the folder ?
- Tue Jul 21, 2015 12:39 am
- Forum: Implemented Suggestions
- Topic: Barrels for other liquids?
- Replies: 3
- Views: 8708
Re: Barrels for other liquids?
There is mod for this.
https://forums.factorio.com/forum/vie ... =93&t=7887
https://forums.factorio.com/forum/vie ... =93&t=7887
- Mon Jul 20, 2015 5:55 pm
- Forum: Modding help
- Topic: New item values don't seem to apply ingame?
- Replies: 16
- Views: 6156
Re: New item values don't seem to apply ingame?
You are missing dependancies in info.json. It doesnt read from base mod hence item is nil. Change "dependencies": [] to "dependencies": ["base >= 0.12.0"]
EDIT1: Now that i think of it thats the reason why you didnt get error for making another raw-wood prototype etc.
EDIT1: Now that i think of it thats the reason why you didnt get error for making another raw-wood prototype etc.
- Mon Jul 20, 2015 5:23 pm
- Forum: Modding help
- Topic: New item values don't seem to apply ingame?
- Replies: 16
- Views: 6156
Re: New item values don't seem to apply ingame?
I'm really confused. Thank you for your help, but this does not seem to work either. If I do not include my "created clones of items" your command causes an error when loading up the game. If I do include it, then your command seems to pass (maybe because it can't find the item otherwise?...
- Mon Jul 20, 2015 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: crash when rotating a blueprint containing underground belts
- Replies: 2
- Views: 1300
Re: crash when rotating a blueprint containing underground belts
Tbh, it sometimes crases even without rotating. As soon as i take it out of the belt game crashes.
- Mon Jul 20, 2015 2:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Splitters not evenly using input
- Replies: 3
- Views: 1129
Re: [0.12.0] Splitters not evenly using input
Same thing i wrote about earlier. https://forums.factorio.com/forum/viewtopic.php?f=7&t=13683 What is even more annoying that balancers is this: http://i.imgur.com/JFU3tfc.png As you can see lanes on the left have huge gaps but the lane i marked with red is not moving at all. the right side of t...
- Mon Jul 20, 2015 1:59 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 122216
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
- Mon Jul 20, 2015 12:48 pm
- Forum: Modding help
- Topic: New item values don't seem to apply ingame?
- Replies: 16
- Views: 6156
Re: New item values don't seem to apply ingame?
If you want to change an existing item you go like:
What you did is you added new item to the game but its same name as the one already existing. I'm confused why didnt it throw and error in the first place.
Code: Select all
data.raw.item["raw-wood"].fuel_value = "2MJ"
- Mon Jul 20, 2015 12:44 pm
- Forum: Combinator Creations
- Topic: Combinator FACTORIO sign
- Replies: 16
- Views: 51541
Re: Combinator FACTORIO sign
It would be cool to make some of them randomly flicker. It would look old
- Mon Jul 20, 2015 10:43 am
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 68678
Re: Friday facts #95 - 0.12 Release today
Its called backup and i can do it with 1 click so not really ;p. Golden rule of IT, if smth doesnt exist in at least 2 copies it doesnt exist at all.ThaPear wrote:And a github repository for savegames isn't?
- Mon Jul 20, 2015 10:31 am
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 68678
Re: Friday facts #95 - 0.12 Release today
Thats way 2 complicated for task at hand ...ThaPear wrote:How about the game checks it it's a save of the same game and overwrites without asking if it's the same game but asks for a confirmation when it's not.
- Mon Jul 20, 2015 10:26 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 138096
Re: [MOD 0.12] Blueprint String
Clicking Save All caused this.
inventory is no longer viable. Changing it to inventory.valid_for_read fixed it.
inventory is no longer viable. Changing it to inventory.valid_for_read fixed it.