Search found 1511 matches
- Sat Mar 08, 2014 7:20 pm
- Forum: Gameplay Help
- Topic: Oil Fields,
- Replies: 4
- Views: 5103
Re: Oil Fields,
They are bright pink squares on the mini map. I think that if you are using a save from before 0.9 that you'll have to explore new chunks of the map for them to get generated.
- Sat Mar 08, 2014 7:20 pm
- Forum: General discussion
- Topic: German Factorio Forums
- Replies: 9
- Views: 5360
Re: German Factorio Forums
If there is demand for language-specific forums I hope the devs would host them here.
there is alredy a french and russian forums:
http://www.factorio.com/community
They seem to be unnused but yea. They would get used more if they were here.
I'm part of a lot of online forums where there are many ...
there is alredy a french and russian forums:
http://www.factorio.com/community
They seem to be unnused but yea. They would get used more if they were here.
I'm part of a lot of online forums where there are many ...
- Sat Mar 08, 2014 7:03 pm
- Forum: Mods
- Topic: [MOD 0.9.2] Insert This
- Replies: 15
- Views: 16425
Re: [MOD 0.9.2] Insert This
Here is a comparison of steel furnace layouts using the 90 degree inserters. The bottom one seems ideal. It is 17% smaller and uses fewer steel power lines than the "normal" middle layout.
- Sat Mar 08, 2014 6:58 pm
- Forum: General discussion
- Topic: German Factorio Forums
- Replies: 9
- Views: 5360
Re: German Factorio Forums
If there is demand for language-specific forums I hope the devs would host them here.
- Sat Mar 08, 2014 6:28 pm
- Forum: Mods
- Topic: [MOD 0.9.x] More Inserters! v1.1
- Replies: 13
- Views: 17721
Re: [MOD 0.9.x] More Inserters! v1.1
I think you also need to add 0.5 to the distance to get the coordinate's Y value.N3X15 wrote:I assume that the correct update process is to simply change whatever_distance to whatever_position = {0, <old value>}, and making the pickup_position's y value negative.
- Sat Mar 08, 2014 6:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Robots not using frames
- Replies: 7
- Views: 3155
Re: [0.9.2] Robots not using frames
Yes, this slipped here, fixed for 0.9.3 :)
Can we fix it editing a lua file?
Yes. It's in data/base/prototypes/recipe/recipe.lua
{
type = "recipe",
name = "logistic-robot",
enabled = "false",
ingredients =
{
{"advanced-circuit", 2}
},
result = "logistic-robot"
},
{
type = "recipe ...
Can we fix it editing a lua file?
Yes. It's in data/base/prototypes/recipe/recipe.lua
{
type = "recipe",
name = "logistic-robot",
enabled = "false",
ingredients =
{
{"advanced-circuit", 2}
},
result = "logistic-robot"
},
{
type = "recipe ...
- Sat Mar 08, 2014 6:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] crash when loading save with "Test mode" mod
- Replies: 7
- Views: 4755
- Sat Mar 08, 2014 3:35 pm
- Forum: Modding help
- Topic: Require technology for recipe?
- Replies: 3
- Views: 1984
Re: Require technology for recipe?
Thanks, that did it! That's what I get for copying base recipes instead of high tech recipes 

- Sat Mar 08, 2014 3:25 pm
- Forum: Modding help
- Topic: Require technology for recipe?
- Replies: 3
- Views: 1984
Require technology for recipe?
I've written two mods that add new recipes and a new technology for those recipes. The technology appears as expected, unresearched, with prerequisites, and allowing the recipes in question. But the recipes are available at the start of the game. How do I stop them from being available?
- Sat Mar 08, 2014 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] pipe to ground distance limit weird
- Replies: 3
- Views: 1301
Re: [0.9.2] pipe to ground distance limit weird
Just in case you're willing to change your mind... I think sum would make more sense, in terms of realistically representing the amount of materials/pipes that were invested in the creation of the pipe to ground. One pipe to ground costs 5 pipes (two cost 10), and two of them can span 10 tiles. If ...
- Sat Mar 08, 2014 2:47 pm
- Forum: Implemented mod requests
- Topic: Allow mod zip files to have version numbers
- Replies: 13
- Views: 11234
Allow mod zip files to have version numbers
The game seems to expect a mod's zip file to have the same name as the mod's directory would have. This is annoying when mods have different versions available for download. For example, right now in my downloads folder I have "testingmode.zip" and "testingmode (1).zip" and "testingmode (2).zip ...
- Sat Mar 08, 2014 2:44 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Pipe Dream
- Replies: 13
- Views: 18120
Re: [MOD 0.9.x] Pipe Dream
Does changing the render layer change which layer is used for collision masking? Also, what is the difference in render_layer and final_render_layer?ficolas wrote:You should change the render layer of the buried pipe to a different one, so it isnt on top of doodads and stuff.
- Sat Mar 08, 2014 2:43 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Pipe Dream
- Replies: 13
- Views: 18120
Re: [MOD 0.9.x] Pipe Dream
The problem is that I put the version number in the zip file name. If the zip file is named "pipe-dream.zip" then it will work.xng wrote:Path __pipe-dream__/graphics/entity/pipe-buried-full/pipe-buried-full-leftright.png does not match any mod.
The loading of the game works if unzipping it
- Sat Mar 08, 2014 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Loading 0.9.1 save game crashes
- Replies: 7
- Views: 4172
Re: [0.9.2] Loading 0.9.1 save game crashes
Aha! This is the step that I was missing.drs9999 wrote:3. delete the script.dat in the save-game
- Sat Mar 08, 2014 6:07 am
- Forum: Won't implement
- Topic: Merge pipe and pipe-to-ground types
- Replies: 3
- Views: 4091
Re: Merge pipe and pipe-to-ground types
I would guess because pipes-to-ground are rotatable and normal pipes are not. Sure, but allowing a single pipe to be rotated wouldn't need to have any effect on how they behave when they have neighbors.
I don't think pipes-to-ground are what you actually want. It seems like you want normal pipes ...
I don't think pipes-to-ground are what you actually want. It seems like you want normal pipes ...
- Sat Mar 08, 2014 5:56 am
- Forum: Mods
- Topic: [MOD 0.9.x] Pipe Dream
- Replies: 13
- Views: 18120
Re: [MOD 0.9.x] Pipe Dream
It is likely that feedback on this mod will have impact on the types of pipes in the official/base game.
- Sat Mar 08, 2014 5:42 am
- Forum: Implemented mod requests
- Topic: Allow arbitrary inserter pickup/drop locations
- Replies: 5
- Views: 4498
Re: Allow arbitrary inserter pickup/drop locations
So the pickup position / insert position is now implemented for the 0.9.2. This will allow (among others) the 90 degree inserters. Further proposed changes can be done in the future but I am reluctant to do them now so close to the bugfix release (the further changes are not trivial). Thanks! I ...
- Sat Mar 08, 2014 5:37 am
- Forum: Releases
- Topic: Version 0.9.2
- Replies: 24
- Views: 29761
Re: Version 0.9.2
I suck at artwork. https://forums.factorio.com/forum/vie ... =14&t=2719sparr wrote:I'll have a mod for them published tonight if I can come up with some artwork.Animar wrote:I Would like to see them added in 9.3 ^^kovarex wrote:90 degrees inserters
- Sat Mar 08, 2014 5:36 am
- Forum: Mods
- Topic: [MOD 0.9.2] Insert This
- Replies: 15
- Views: 16425
[MOD 0.9.2] Insert This
This mod adds more types of inserters to the game.
https://github.com/sparr/factorio-mod-insert-this
Features:
90 degree inserters, left and right variants. Otherwise function like normal inserters.
Long handled inserters to move items from 2 tiles away to 1 tile away and vice versa ...
https://github.com/sparr/factorio-mod-insert-this
Features:
90 degree inserters, left and right variants. Otherwise function like normal inserters.
Long handled inserters to move items from 2 tiles away to 1 tile away and vice versa ...
- Sat Mar 08, 2014 5:17 am
- Forum: Not a bug
- Topic: [0.9.2] inserters prefer pickups close to their center
- Replies: 4
- Views: 4143
[0.9.2] inserters prefer pickups close to their center
I think that given the choice between two different pickup targets, an inserter should choose the one closer to its pickup location. It appears that they currently choose the one closer to the inserter itself.
I accidentally created an inserter that could pick up from its own insert location. This ...
I accidentally created an inserter that could pick up from its own insert location. This ...