Search found 183 matches
- Tue May 24, 2016 1:49 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
@LJDP, Thanks for checking our comments! It's great to see you're willing to invest time and energy in our entertainment. :) I have fixed my problem of items not showing up in-game. Apparently it was the old map that I was using that caused the issues. Once I generated a new map and did some fast re...
- Sun May 22, 2016 5:43 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
Version 1.2.2 didn't want to load unfortunately. Changing the title of the zip file to the expected title did the trick. https://snag.gy/8mKzdT.jpg I just noticed that I have a more serious problem with Homeworld besides not catching enough fish. For some reason, the Portable Electronics and Buildin...
- Sat May 21, 2016 12:32 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
@Kirby: Excellent post! I agree with all your points. I am playing on a map with just 3 lakes and got stuck because fish wouldn't re-spawn. I have switched to solar power and even though I now have 97% water purity and yield, fish will still not re-spawn. I could be wrong, but in that case it seems ...
- Sun May 08, 2016 8:24 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
@Quazar
That seems correct, yes.
I'm gonna try switching to green power, clean up my pollution, and see if I can get some fish to spawn again...
That seems correct, yes.
I'm gonna try switching to green power, clean up my pollution, and see if I can get some fish to spawn again...
- Sun May 08, 2016 3:00 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
As per the fisheries, yeah they could probably do with a re-design. It seems Factorio doesn't simulate fish when they're far away (which makes sense). Water purity is just how not polluted the area around the fishery is, Fish amount is the number of fish currently near the fishery (which wont updat...
- Wed May 04, 2016 1:03 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
Hmmm. But they do start to produce fish when you're close to them,alexgor wrote:yeld=100%
water purity = 100%
about 30 fisheries, not close to each other
no fish (
or not at all?
Also, what does your Fish amount read?
- Wed May 04, 2016 10:27 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
does enyone observe some strange behavior of fishery ? when i set bunch of fisheries far away from my base ( avoiding high pollution) - they dont catch any fish when i far away from them when i come and start running near it, fisheries start to catch fishes and all things go normal and when i ride ...
- Fri Apr 29, 2016 10:51 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
That did the trick!Stray_Pyramid wrote:@Bushdoctor Putting a stack of 2+ treemodules into the left slot should not crash the game.
Thanks gents!
- Fri Apr 29, 2016 12:05 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
@Quazar Thanks for confirming that. I'm afraid that my seeder doesn't spin at all. What exactly do you mean by 'Give it more tree programs'? If you're referring to the top left slot, then my problem is that when I put a tree program there, it crashes my game. So I ended up putting a tree program in ...
- Thu Apr 28, 2016 10:39 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
Thanks for the reply! If it works for you with the same setup, then there's a problem on my end. Sucks, but good to know. I'm doing SP with v12.30, and I have now moved the seeder far away from pollution (not sure if that was a factor) but it's still doing nothing. Ah well, I think there's a Homewor...
- Thu Apr 28, 2016 9:07 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
Hmmm. Couple hundred views and no answer.. That worries me.
Let me ask this then:
Did anyone ever get the seeder to work?
Let me ask this then:
Did anyone ever get the seeder to work?
- Wed Apr 27, 2016 4:32 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
Good day!
I can't seem to get the seeder to work.
It's powered and I have rigged it as shown in this screenshot.
Does it need certain ingredients to make it work?
I can't seem to get the seeder to work.
It's powered and I have rigged it as shown in this screenshot.
Does it need certain ingredients to make it work?
- Wed Apr 27, 2016 12:04 pm
- Forum: Balancing
- Topic: Assemblers return cancelled items
- Replies: 9
- Views: 2575
Re: Assemblers return cancelled items
Hello Aru, As far as I understand it, you want materials to be returned once an assembly process is interrupted or halted. My question is: Why? It's just about the single item being processed, right? Because we do get back the stacks that were in the assembler when picking it up. Maybe I'm missing t...
- Wed Apr 27, 2016 11:40 am
- Forum: Balancing
- Topic: Gun Turret - Distance Upgrade or Recycle option.
- Replies: 15
- Views: 4213
Gun Turret - Distance Upgrade or Recycle option.
Good day, At a certain point in the game Spitters spit a larger distance than the Gun Turrets can shoot, thereby making gun turrets obsolete. By that time, I have a full automatic bullet supply system, all wired up, and producing bullets on demand. Works great. All of that becomes obsolete and has t...
- Wed Apr 27, 2016 11:07 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91047
Re: [MOD 0.12.20+] Homeworld
-edit- solved.
- Mon Feb 29, 2016 6:04 pm
- Forum: Gameplay Help
- Topic: Stuck with my Constant Combinator.
- Replies: 2
- Views: 1044
Re: Stuck with my Constant Combinator.
Perfect! Thank you very much.
To be honest, that command makes much more sense than the one I copied from somewhere..
To be honest, that command makes much more sense than the one I copied from somewhere..
- Mon Feb 29, 2016 5:14 pm
- Forum: Gameplay Help
- Topic: Stuck with my Constant Combinator.
- Replies: 2
- Views: 1044
Stuck with my Constant Combinator.
Good day, I am trying to get a Constant Combinator to work, but I'm failing. The following screenshots show my setup. The chest on the left is the supplier, the chest on the right is the receiver. I'm trying to limit the amount sent to the receiver to 10 pieces. Combinator settings: http://snag.gy/3...
- Mon Feb 29, 2016 4:49 pm
- Forum: Gameplay Help
- Topic: [YouTube] Negative Root's Factorio Tutorials
- Replies: 51
- Views: 66937
Re: [YouTube] Negative Root's Factorio Tutorials
Good day,
Is there anything in these instruction videos about Combinators?
I've clicked myself silly but couldn't find anything.
Thanks.
Is there anything in these instruction videos about Combinators?
I've clicked myself silly but couldn't find anything.
Thanks.
- Mon Feb 22, 2016 4:58 am
- Forum: Gameplay Help
- Topic: Completely confused by Smart Chests.
- Replies: 9
- Views: 4679
Re: Completely confused by Smart Chests.
That worked perfectly. Thank you both very much.
All the short explanations I saw were connected to a single power pole,
I had no idea I had to connect the lot.
All the short explanations I saw were connected to a single power pole,
I had no idea I had to connect the lot.
- Mon Feb 22, 2016 12:16 am
- Forum: Gameplay Help
- Topic: Completely confused by Smart Chests.
- Replies: 9
- Views: 4679
Re: Completely confused by Smart Chests.
Whipped this up real fast.
http://snag.gy/yWL5a.jpg
Both inserters are set as shown in the screenshot, but the one on the left just kept pumping out copper plates.
http://snag.gy/yWL5a.jpg
Both inserters are set as shown in the screenshot, but the one on the left just kept pumping out copper plates.