Search found 53 matches

by Animar
Fri Apr 12, 2019 5:10 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 319
Views: 149404

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Well, I played this moring (factorio 17.28) and all was fine. But todays patch to 17.29 broke someting. Playing with a "Angle Bob" mod setup without helmod realy gets me back to the old days when we had to calculate everything on excel sheets. please fix :roll: PS: +1 for the old UI, the c...
by Animar
Tue Mar 13, 2018 9:19 am
Forum: Resolved Problems and Bugs
Topic: [16.28] Artillery-Remote Marker don't expire after shot
Replies: 15
Views: 4295

Re: [16.28] Artillery-Remote Marker don't expire after shot

Well thanks the 16.29 update did fix my issue. I don't need to use my workaround makro any longer.
You can close this thread and mark it as solved if you want.
by Animar
Tue Mar 06, 2018 6:31 pm
Forum: Resolved Problems and Bugs
Topic: [16.28] Artillery-Remote Marker don't expire after shot
Replies: 15
Views: 4295

Re: [16.28] Artillery-Remote Marker don't expire after shot

Well happy to say I found a workarround for that problem. Since you said to me that there were several markers on top of each other it got me thinking. The remote basicly works like a paintbrush tool, you could click and hold and paint the map with markers. But for whatever reason even a single klic...
by Animar
Tue Mar 06, 2018 5:48 pm
Forum: Resolved Problems and Bugs
Topic: [16.28] Artillery-Remote Marker don't expire after shot
Replies: 15
Views: 4295

Re: [16.28] Artillery-Remote Marker don't expire after shot

Here you go.

I removed the Password from the .ini and also gave you a new save (with markers on map).
by Animar
Tue Mar 06, 2018 5:32 pm
Forum: Resolved Problems and Bugs
Topic: [16.28] Artillery-Remote Marker don't expire after shot
Replies: 15
Views: 4295

Re: [16.28] Artillery-Remote Marker don't expire after shot

Sorry to ask. Do you mean the config.ini and the Current.log file
by Animar
Tue Mar 06, 2018 5:05 pm
Forum: Resolved Problems and Bugs
Topic: [16.28] Artillery-Remote Marker don't expire after shot
Replies: 15
Views: 4295

Re: [16.28] Artillery-Remote Marker don't expire after shot

Loewchen wrote:you remove all mods, load a save without target marker and set target markers, you get the same issue?
Thats what I did, as seen in the short video. I toggled all mods of and loaded that save and used the Arty remote.
by Animar
Tue Mar 06, 2018 4:23 pm
Forum: Resolved Problems and Bugs
Topic: [16.28] Artillery-Remote Marker don't expire after shot
Replies: 15
Views: 4295

Re: [16.28] Artillery-Remote Marker don't expire after shot

Loewchen wrote:There are no marker when I load your save, did you upload one without or do they not load?
The first save I uploded is bevor I placed any markers at the map sorry I provide you antoher save in just a sec.

EDIT: save atached, with markers placed on the map
by Animar
Tue Mar 06, 2018 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [16.28] Artillery-Remote Marker don't expire after shot
Replies: 15
Views: 4295

Re: [16.28] Artillery-Remote Marker don't expire after shot

I have read on other threads, bevor posting this one, that some peaple have problems with map drag and the remote tool. But since I never changend that key specific setting I did'nt saw any similaritys. drag map - Left mous button Place Tag on the map - Right mouse button the only thing I ever chang...
by Animar
Tue Mar 06, 2018 4:02 pm
Forum: Resolved Problems and Bugs
Topic: [16.28] Artillery-Remote Marker don't expire after shot
Replies: 15
Views: 4295

Re: [16.28] Artillery-Remote Marker don't expire after shot

Here you go thats the save.

Its not just the first marker. I've made a short video to show exactly what happens on my end.
https://youtu.be/JrBJaYiB3RM
To be clear that video was made in my Factorio Vanilla instance.
by Animar
Tue Mar 06, 2018 1:50 pm
Forum: Resolved Problems and Bugs
Topic: [16.28] Artillery-Remote Marker don't expire after shot
Replies: 15
Views: 4295

[16.28] Artillery-Remote Marker don't expire after shot

Hello Today I ran ito a little bug with the artillery remote. I should mention that I encountered that bug while playing with mods (aka Bob's and Angels). But I loaded that save up in my Factorio vanilla instance and the same thing happent. So whats wrong. Artillery Remote map markers usually expire...
by Animar
Tue May 09, 2017 7:02 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 207554

Re: [MOD 0.14] Upgrade planner - v1.2.7

Hi, do i remember right, that it is planned to add this to vanilla? Greetings, steinio. This Mod should have been in Vanilla since version 0.14 at least thats my humble opinion. Upgrading your belts manually is a big pain in the A... , I onestly see no reason why this shouldn't be a vanilla feature...
by Animar
Fri May 05, 2017 12:48 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 47453

Re: Version 0.15.7

*Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.

omg how long have we been waiting for this, to finaly see this happe brought me in tears in my eyes.
by Animar
Mon Apr 24, 2017 4:56 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 138397

Re: Version 0.15.0

Lorylei wrote:Unchecking the steam cloud sync seems to be a workaround. You find the settings in

Steam > Settings > Cloud > uncheck the first one
Yes this solved the ROOT.other error for me. just unmark this option and launch.
Image
by Animar
Fri Apr 21, 2017 4:28 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 139095

Re: Friday Facts #187 - Space science & 0.15 graphics

Well great, now I can't think of anything else than factorio the whole weekend.
I would love to start a new Factory right now and play wiht all the new shiny stuff untill I have to go to work again.

But at least we have a release date, don't turn back on that. I am going to plan a day off.
by Animar
Tue Jun 28, 2016 9:15 am
Forum: General discussion
Topic: 0.13 nitpicks
Replies: 5
Views: 2818

Re: 0.13 nitpicks

Well I gonna have a word here There is one thing we can't read with the new circuitnetwork stuff that would have been nice to be able to do. We can't read the current train cargo via circuitnetwork from the trainstop. Imagine following example setup. You want the train to be loaded with exactly 50 g...
by Animar
Mon Jun 27, 2016 11:17 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 188786

Re: Version 0.13.0

Mod portal is really unstable. I've managed to upload only 2 of my 15 updated mods. Dude you are a machine, updating your mods already. I'm impressed. On other note beside two smaler annoyances 0.13 seems to run good. First one beening trainstaion naming second one Circuit network atachments seem t...
by Animar
Thu Jun 16, 2016 11:16 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 123590

Re: [0.12.x][v0.12.9] Bob's Modules.

Hi there I absolutly love that all your module that include Productivity bonus are not limited to raw materials and intermediate products, but there is the slight issue that one can simply dupe any liquids and gases by packing and unpacking (via barrel or gasbottle) endlessly. That was kinda game br...
by Animar
Sat May 07, 2016 11:01 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 70441

Re: Friday Facts #137 - The release scarecrow

Sorry but I have to vent for a bit I have to say I'm really disappointed with this. The Loader was THE chance for a real competition against bots but no, all we get is a faster inserter witch many other mods already did. There where so many good ideas to balance them. And even worse for no good reas...
by Animar
Fri Mar 11, 2016 5:59 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 132893

Re: Friday Facts #129 - The late game

Well devinitly a big + for the Vanilla RSO material world gen. But infinite Ores sounds lame, rso does have an option for that and yes I played it once in this mode and it wasen't very entertaining at all. The whole dirty ore stuff ins't my taste either, it could lead to some interresting builds but...
by Animar
Wed Mar 09, 2016 1:42 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 201297

Re: Friday Facts #128 - Back down to earth

I'd absolutly love those two posts [quote="Degraine"]Speaking as the person who wrote Slipstream Chests, I wholeheartedly approve of the loader, of course. It'd be a relief to see a version of it that properly attaches to belts, and doesn't rely on a kludgy unique chest entity, but somethi...

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