Search found 38 matches
- Tue Dec 29, 2015 3:05 pm
- Forum: Technical Help
- Topic: How to disable replay saving?
- Replies: 9
- Views: 17297
Re: How to disable replay saving?
Thanks Koub, that might be helpful anyways. Okay, as the map stores what version it has been created with one might try to fake that version number to trick factorio into disabling replays. I don't know if that breaks anything though. E.g. when on version change something in the savegame gets conver...
- Tue Dec 29, 2015 4:21 am
- Forum: Technical Help
- Topic: How to disable replay saving?
- Replies: 9
- Views: 17297
Re: How to disable replay saving?
I usually just unzip the initial save.zip, remove the replay file and package the save in a zip again [...] Like I said, I did remove the replay.dat file, but unless you deactivate replays in some way the file will just be recreated the next time you load the map. And I need a more permanent soluti...
- Sun Dec 27, 2015 1:39 pm
- Forum: Technical Help
- Topic: How to disable replay saving?
- Replies: 9
- Views: 17297
Re: How to disable replay saving?
Sorry for necroing this thread but a) presented workaround did not work for me b) I could not find any working solutions via google or forum search c) despite the fact that noone else seems to have asked about it, I imagine others might be interested aswell, as I repeatedly heard map downloads from ...
- Thu Sep 17, 2015 1:22 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 289318
Re: [MOD 0.12.x] The Fat Controller. Remote train management
@JamesOFarrell (Sorry if you've answered this before, but I could not find any post where you did.) Why don't you put the source up on GitHub or similar? This would let me find out what you updated in what version and would enable people to send in pull requests in case they fixed something for you....
- Wed Sep 16, 2015 11:37 am
- Forum: Mods
- Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
- Replies: 37
- Views: 31845
Re: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
Sorry for drifting off-topic more and more. I will cut it short. @Narc Good that you took my criticism the right way and even explained it a little further :) I really like your motivation from stackoverflow careers and I like the overall way you present yourself on your website. As for the makefile...
- Tue Sep 15, 2015 11:33 pm
- Forum: Mods
- Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
- Replies: 37
- Views: 31845
Re: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
Thanks for the reply :) I know, people are probably gonna make fun of me for this but, you seem to be writing mods a lot :mrgreen: (I'm new to the mods section of factorio) It's nice to have a makefile if you're mass producing. Though, what I really don't like about that is that one cannot properly ...
- Tue Sep 15, 2015 3:36 pm
- Forum: Mods
- Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
- Replies: 37
- Views: 31845
Re: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
This mod needs a new thread. At least the github link should be added to the first post. But then again, as it is L0771 who owns the github repository he or she should make a new thread. Is anyone still working on this other than Narc who just didn't get around doing it yet? @Narc Looks like you di...
- Sun Sep 13, 2015 10:17 pm
- Forum: Implemented Suggestions
- Topic: Show firing range when placing turret
- Replies: 3
- Views: 4210
Re: Show firing range when placing turret
XDTuckJohn wrote:3 hours needed
I don't think they'd need to spend this much time on such a small feature.
I think it would be helpful and not at all difficult to implement.
Worth adding to the base game, imho.
- Thu Sep 10, 2015 3:06 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 182615
Re: Count to 1,000,000
385, no lore today?
Fish, where's your creativity?
EDIT: No typos were made during writing this post. Almost.
Fish, where's your creativity?
EDIT: No typos were made during writing this post. Almost.
- Thu Sep 10, 2015 2:55 pm
- Forum: Multiplayer
- Topic: How to disable console in MP?
- Replies: 11
- Views: 19911
Re: How to disable console in MP?
You have been heard.FactorioBot wrote:[*]New command line options for the headless server: --disallow-commands and --peer-to-peer
Topic closed?
- Thu Sep 10, 2015 2:35 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 182615
Re: Count to 1,000,000
383
and 381 because you can't just skip a number to fix double posts :S
and 381 because you can't just skip a number to fix double posts :S
- Thu Sep 10, 2015 2:31 pm
- Forum: Releases
- Topic: Version 0.12.7
- Replies: 16
- Views: 38833
Re: Version 0.12.7
an UPDATE!
Thanks for the update and specifically the --disallow-commands option
Thanks for the update and specifically the --disallow-commands option
- Tue Sep 08, 2015 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Allow note/reminder "text" to be attached to wire signals
- Replies: 8
- Views: 6926
Re: Allow note/reminder "text" to be attached to wire signals
The idea isn't that the game should "store" those notes in the wire system and constantly send and re-send them via the wires. In case you were refering to my post: I didn't say that. My wording might have been misleading, sorry. I understand you meant a form of custom label, so you proba...
- Tue Sep 08, 2015 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Cursor Icon
- Replies: 27
- Views: 20490
Re: Cursor Icon
[...]I play in windowed mode and it seems to me as if I fairly often get the "working" blue circular cursor of the standad Win7 interface[...] It is not possible to avoid system cursors in >every< case (and not useful either). When the game crashes you will most likely get your system cur...
- Sun Sep 06, 2015 3:54 pm
- Forum: News
- Topic: Friday Facts #102 - Getting close
- Replies: 32
- Views: 37639
Re: Friday Facts #102 - Getting close
A QA tester walks into a bar. Orders a beer. Orders 0 beers. Orders 999999999 beers. Orders a lizard. Orders -1 beers. Orders a sfdeljknesv. Orders a '; DROP TABLE users; QA tester leaves, satisfied. A customer walks into the bar. Asks where are the bathrooms. Bar bursts into flames, killing everyo...
- Fri Sep 04, 2015 6:55 pm
- Forum: Multiplayer
- Topic: [Co-op]Dedicated server
- Replies: 8
- Views: 16269
Re: [Co-op]Dedicated server
As I told you on Skype already I would like to join in and I will try to be there tomorrow (Saturday 9/5/2015) at around 12 UTC.
Anyone else joining in?
Drop a message here if you want to.
Anyone else joining in?
Drop a message here if you want to.
- Fri Sep 04, 2015 6:10 pm
- Forum: Multiplayer
- Topic: [Public Uk/Eu] PvP Server
- Replies: 15
- Views: 16388
Re: [Public Uk/Eu] PvP Server
Hey, I didn't want to do this alone but I had expected at least anyone to show up today. I think I'm gonna launch one for the blue team now anyway :S Will someone join or fight me in the last few minutes? XD EDIT: I guess I made this post far too late. Our beacons helped create the rocket in about a...
- Fri Sep 04, 2015 9:20 am
- Forum: Releases
- Topic: Version 0.12.6
- Replies: 47
- Views: 52301
Re: Version 0.12.6
In the "Modding Discussion" section there is another section for "Modding help".cpy wrote:Ok at least can anyone tell me where i can ask about that module script thing?
That's the place to ask for help regarding the modding interface.
- Thu Sep 03, 2015 3:17 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 182615
Re: Count to 1,000,000
377 is not a good password ...
- Thu Sep 03, 2015 9:26 am
- Forum: Ideas and Suggestions
- Topic: Gates on Belts.
- Replies: 4
- Views: 5574
Re: Gates on Belts.
The question is: How does this benefit gameplay? You can use underground belts and if you like to pass the wall on the same spot you have your belts tunneling it then use both, underground belts for items and a gate for yourself. http://i.imgur.com/VTDhCc7.png?1 I think gates on belts would have no ...