Search found 282 matches

by oLaudix
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...
by oLaudix
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

ssilk wrote:Moved thread to convenience, I think this has a deeper game-changing effect. But I left a link.
I tried to chain the boxes to make smth like conveyor belt, but after putting about 400 of them it started to affect performance :p
by oLaudix
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 ...
by oLaudix
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.
by oLaudix
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? Image
Would it be possible to spawn finite surface and surround main path with stones and stuff? I doubt you cant hole per se, no?
by oLaudix
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...
by oLaudix
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

Xterminator wrote:Man this is pretty damn awesome. I never thought a song could be created based on random Factorio sounds. Quite impressive! :D
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 it :D
by oLaudix
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

jockeril wrote:
how exactly do you sync to github in one click ? using a desktop link to a command-line sync of the folder ?
Fair enough, 2 clicks. First click to commit changes and 2nd to sync repository.
by oLaudix
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.
by oLaudix
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?...
by oLaudix
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.
by oLaudix
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...
by oLaudix
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
by oLaudix
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:

Code: Select all

data.raw.item["raw-wood"].fuel_value = "2MJ"
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.
by oLaudix
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 :D
by oLaudix
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

ThaPear wrote:And a github repository for savegames isn't?
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.
by oLaudix
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

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.
Thats way 2 complicated for task at hand ...
by oLaudix
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. Image

inventory is no longer viable. Changing it to inventory.valid_for_read fixed it.

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