Search found 171 matches

by Rockstar04
Mon Jun 08, 2015 3:13 am
Forum: Mods
Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
Replies: 47
Views: 34508

Re: [MOD 0.11.x] Artillery Cannon - v1.0.1

I personally dont care if I can aim it on my own, as long as it dosent blow itself, or the things right around itself up. :D

I used it for a while in its current state and its very nice, but as soon as it fired on my own walls and let the biters right through I had to uninstall it.
by Rockstar04
Wed Apr 01, 2015 12:37 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 157463

Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

New version: FARL 0.2.8 Changes: settings/blueprints are now saved per player cleanup work, minor fixes A bit nervous about this release, since it's the first one i'm gonna call MP-ready. I tested it on one pc with 2 instances of factorio running, no desyncs yet. Settings and blueprints are now sto...
by Rockstar04
Mon Mar 30, 2015 1:18 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 190276

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

How does biter regeneration work? If I've got already developed factory on map, is there a chance biters will spawn inside the factory? Can I prevent that? From what I understand from reading and using the mod, it will not try to change an existing map in any way, to see the new resources (and enem...
by Rockstar04
Tue Feb 10, 2015 3:55 pm
Forum: Releases
Topic: Version 0.11.8
Replies: 35
Views: 48424

Re: Version 0.11.8

Sorry to post on an old release thread, but I just came across the inserter/trunk issue and was looking for the cause of the problem. I agree with the other commenters on the issue that we need SOMETHING to be able to get this working again, and if you are looking for consistency then giving them th...
by Rockstar04
Mon Apr 21, 2014 8:14 pm
Forum: News
Topic: Busy weekend
Replies: 15
Views: 20669

Re: Busy weekend

That sounds like an amazing problem to have!
by Rockstar04
Sat Mar 22, 2014 1:49 pm
Forum: Modding help
Topic: Possible to edit efficiency in game?
Replies: 2
Views: 1359

Re: Possible to edit efficiency in game?

Understood. Thanks!

I was trying to make steam engines less efficient when at low power outputs, and slowly ramp up to meet demand, so there would be power shortages when power demand spiked. This would make accumulators much more userful, even when not using solar power.
by Rockstar04
Fri Mar 21, 2014 3:57 pm
Forum: Modding help
Topic: Possible to edit efficiency in game?
Replies: 2
Views: 1359

Possible to edit efficiency in game?

This seems like a simple question, and I did not find the answer on the wiki.

Can you change an entities effectivity in game from a control.lua script?? Specifically a generator type entity.
by Rockstar04
Fri Mar 21, 2014 12:34 pm
Forum: Releases
Topic: Version 0.9.4
Replies: 29
Views: 24606

Re: Version 0.9.4

WHOO LINUX VERSION!

And the passive chest is something I have wanted for a LONG TIME! Thanks!!
by Rockstar04
Tue Mar 18, 2014 6:11 pm
Forum: Releases
Topic: Version 0.9.3
Replies: 21
Views: 23230

Re: Version 0.9.3

cube wrote:0.9.3 won't be released for linux at all. You'll have to wait a few more days for 0.9.4. Sorry for that.
Thats fine, just wanted to make sure I wasnt forgotten.
by Rockstar04
Sat Mar 15, 2014 5:24 pm
Forum: Releases
Topic: Version 0.9.3
Replies: 21
Views: 23230

Re: Version 0.9.3

Linux version??
by Rockstar04
Mon Feb 17, 2014 1:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.0] Inserter getting stuck feeding into chem plant
Replies: 5
Views: 2112

Re: [0.9.0] Inserter getting stuck feeding into chem plant

I just want to chime in on this as well.

Sound like I had the same setup,sulphur into another chem plant making sulfuric acid. If I removed the stack of 64 sulphur from the first plant and reinsterted it, everything would start back up fine.

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