Search found 43 matches

by bruteman
Wed Jul 13, 2016 12:18 am
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 51921

Re: [MOD 0.13] Filtered Deconstruction Planner 0.4.4

New bug when trying to eyedropper rail as a target:

Error while running the event handler: __filtered-deconstruction-planner__/gui.lua:84: Unknown item "straight-rail".

Regards,
by bruteman
Mon Jul 11, 2016 1:17 pm
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 28030

Re: Version 0.13.7

is it 2 million tiles or 2000 i just loaded my game and i now have a 2048 x 2048 (64x64 chunks) circular black boarder around my map this is tiny!


https://gyazo.com/8b6218dbb90cb21f1bda6421e02f461b
by bruteman
Mon Jul 11, 2016 12:42 am
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 51921

Re: [MOD 0.13] Filtered Deconstruction Planner 0.4.3

Hey Dutch, loaded your mod into my current 0.13 game getting this error: Error while applying migration: Filtered Deconstruction Planner: filtered-deconstruction-planner_0.0.1.lua Cannot execute command. Error: [string "for _, player in pairs(game.players) do..."]:6: attempt to index field...
by bruteman
Fri Apr 01, 2016 6:13 pm
Forum: Technical Help
Topic: Forcing us to Steam?
Replies: 3
Views: 1633

Forcing us to Steam?

I was messing around with making a mod and screwed up by editing some of my base game lua files so i came here to get the latest 12 experimental release to fix my game and found that the only thing available on the website now is version 11 even the experimental and headless server download pages ar...
by bruteman
Mon Mar 21, 2016 6:28 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 619837

Re: Yuoki Industries - Informations, Suggestions, Questions

I got looking through the Railways portion of Yuoki Industries to see what lengths the entities are. Why do none of the entities seem to have whole number lengths? The total length is a combination of the lines connection_distance and joint_distance. For example, the "y_wagon_closed" enti...
by bruteman
Mon Mar 21, 2016 1:22 am
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 51921

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

Okies please don't take anything i have said as criticism as the mod truly works and is superb in solo play I am trying to just blindly toss out ideas and possible options . the mod has been great and i really support it pretty much the only reason I am here trying to assist in making it succeed its...
by bruteman
Sun Mar 20, 2016 6:17 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 51921

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

Unique deconstruction planner items per player would still have the problem that you can't detect what player selected what entity with their item. All those deconstruction planner items (including the vanilla one) issue per selected entity the entity_marked_for_deconstruction event which only incl...
by bruteman
Sun Mar 20, 2016 4:26 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 51921

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

ok i see where your going here I take it if "multiplayer detected" unique additional "items/entities" could be added for instance player one crafts and carrys around entity deconstruction planner 1 and you tie all your player data to that entity and if player "2" crafts...
by bruteman
Sun Mar 20, 2016 12:15 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 51921

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

So discovered what i thought was a Vanilla bug turns out its this mod that is causing the problems. Multiplayer only one player can have any type of the deconstruction planner in their hand if more then one player is holding or trying to select it prevents all other players in the game from being ab...
by bruteman
Sun Mar 20, 2016 11:45 am
Forum: Not a bug
Topic: Multiplayer - Deconstruct Tool
Replies: 3
Views: 2007

Re: Multiplayer - Deconstruct Tool

when we first discovered this it was the vanilla play through only a few mods (fat controller RSO FARL and Filtered Deconstruction Planner) i think filtered deconstruction planner was the only one in there that would have effected it. I'll test this with no mods at all and confirm back. Confirmed it...
by bruteman
Sat Mar 19, 2016 10:13 pm
Forum: Not a bug
Topic: Multiplayer - Deconstruct Tool
Replies: 3
Views: 2007

Multiplayer - Deconstruct Tool

I have searched the forums for this report for the last 30 mins but did not find anything specific to this and tho it is not a crashing bug it sure does bug the hell out of us. While in multiplayer only one person can be holding the deconstruct tool in their cursor at any given time will this ever b...
by bruteman
Fri Mar 18, 2016 11:03 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1561354

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

Hey Arch, I am calling my old Stream Modpack Complete so I am now working on Ver 2.0 mod pack interested using your mod is it ready for my testing I am going with a Bob's / Yuoki pack for 2.0 I know you said in stream you were adding support for the ores is it in this current release? Thanks. Brute.
by bruteman
Thu Mar 17, 2016 5:23 pm
Forum: Mods
Topic: [MOD 0.12.x] Pavement Drive Assist
Replies: 30
Views: 19592

Re: [MOD 0.12.x] Pavement Drive Assist

Tesing it now on livestream having a hard time figuring out how "wide" i need corners to keep it turning at any kind of speed.
by bruteman
Thu Mar 17, 2016 5:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Pavement Drive Assist
Replies: 30
Views: 19592

Re: [MOD 0.12.x] Pavement Drive Assist

Thanks for the suggestion, I have implemented both changes. Also, 0.0.2 should work in multiplayer. As stated, I can't really test it (other than hosting a game and playing on my own). If anyone tries this mod in multiplayer I would appreciate it if you could come back and report if it worked or no...
by bruteman
Wed Mar 16, 2016 9:59 pm
Forum: Mods
Topic: [MOD 0.12.x] Pavement Drive Assist
Replies: 30
Views: 19592

Re: [MOD 0.12.x] Pavement Drive Assist

Interesting I have been looking for something like this but more along the lines of the Old 10.4 Bumpers mod : https://forums.factorio.com/viewtopic.php?f=87&t=5127 as i currently line my railways with concrete on ether side (or floor tiles from Yuoki or roadworks etc.) and be able to place road...
by bruteman
Sat Mar 05, 2016 5:53 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 226485

Re: Friday Facts #128 - Back down to earth

Its funny the Dev of fortresscraft has been ranting about factorio on his stream all week and now claims the "unloader" ideal is stolen from him :P
by bruteman
Tue Feb 23, 2016 5:49 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 51921

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.3.2

some players when joining mid game of a multiplayer game have no icon showing up they can construct the planner tool but cannot see the gui on screen when other players in the game can... is there a way to force the GUI to reload in game for these players?
by bruteman
Tue Feb 23, 2016 12:03 am
Forum: Resolved Problems and Bugs
Topic: [0.12.23][posila] Save games with Multiplayers from 12.22 Crash - Mod
Replies: 3
Views: 4803

Re: 12.23 - save games with missing mod(s) crash

Are you sure it is not just an incompatibility with one or more mods with 12.23? (Although that still would be a bug, as 12.23 is supposed to be mod-compatible to 12.22.) Does the same happen when you load that save without any mods? Does it load when you add advanced-inserters again? I just tried ...
by bruteman
Mon Feb 22, 2016 10:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.23][posila] Save games with Multiplayers from 12.22 Crash - Mod
Replies: 3
Views: 4803

[0.12.23][posila] Save games with Multiplayers from 12.22 Crash - Mod

any saved game with a mod missing now will not load game crashes to deskop. This is a Map save from 12.22 which had a mod (advanced inserters) in it which is now removed and the game crashes in 12.23. 0.001 2016-02-22 17:34:41; Factorio 0.12.23 (Build 17675, win64) 0.001 Operating system: Windows 10...
by bruteman
Sun Feb 21, 2016 1:15 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 463251

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5

dreadxx990 wrote:Hello, I'm not sure if its not work this one so it seem bug?
can you help me about this one?

ThankImage
we are also getting this error alot as well on the live stream its happening when one player dies and during respawn timer a base is destroyed

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