Search found 2120 matches
- Thu Apr 18, 2019 4:11 pm
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 25020
Re: What mods are you using - and why?
I have mods installed, just like everyone else. Mod names taken from my mod-list.json because writing down their titles manually is way to much work. Helper and QoL: HandyHands - Automatic handcrafting : Automatically start handcrafting an item that is quickbar filtered that you don't have enough of...
- Wed Apr 17, 2019 6:19 pm
- Forum: General discussion
- Topic: Player colour in single player mode?
- Replies: 11
- Views: 20391
Re: Player colour in single player mode?
Edit: Now that I think about it, if it's single player you don't need the [1] in there. So it'd be just: /c game.player.color={g=50,b=200,r=200,a=.9} Use game.player in multiplayer if you want to modify yourself. game.players[1] is the player that made the game world. game.player refers to the play...
- Wed Apr 17, 2019 2:41 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 284982
Re: [MOD 0.17.04] Robot Army. v0.4.1
Thank you Klonan
- Wed Apr 17, 2019 11:46 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 284982
Re: [MOD 0.17.04] Robot Army. v0.4.1
Unit Control is Active! Please use Unit Control selection and command method. Automated behaviour disabled. Does that mean that I can't have them automatically hunt down nests any more? Not sure how Unit Control works and there's no documentation on Unit Control on Klonan's page or on the RA wiki p...
- Wed Apr 17, 2019 10:05 am
- Forum: Pending
- Topic: [0.17.31] Corrupted save.
- Replies: 2
- Views: 1276
[0.17.31] Corrupted save.
I was using mods. So I disabled them all and tried to load the save. Still can't get into it. Thankfully I had working autosaves and it's a blueprint map with my blueprints constantly moved to my library. But it is my main project world so it was a bit scary for a while there anyway. *Edit* I upload...
- Wed Apr 17, 2019 7:35 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 284982
Re: [MOD 0.17.04] Robot Army. v0.4.1
I installed Unit Control immediately when I heard it was going to be used, in anticipation of this patch
- Wed Apr 17, 2019 12:57 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 25020
Re: What mods are you using - and why?
https://mods.factorio.com/mod/NoCollision5thHorseman wrote: ↑Sun Apr 07, 2019 10:31 pmSqueak Through - I'd use a mod that just ignores all hitboxes for player movement if it existed.
- Tue Apr 16, 2019 10:36 pm
- Forum: Modding discussion
- Topic: Limit on mod dependencies
- Replies: 3
- Views: 1177
Re: Limit on mod dependencies
3820 That's the number of mods on the portal right now. So unless you have your own unpublished library of mods then you are at least limited by the number of mods in existence. I haven't heard of any such limit though so I can't really answer the question properly. Are you perhaps going to download...
- Tue Apr 16, 2019 10:23 pm
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Painless landfill
- Replies: 41
- Views: 8116
Re: [0.17] Painless landfill
- If you shift-click a blueprint over water, it places the landfill, letting you place again for the blueprint (similar to 0.17 blueprint that has landfill in it). That would be nice. - If you press <ctrl><z> right after placing landfill, it removes it and returns it to your inventory. - Any landfi...
- Tue Apr 16, 2019 5:42 pm
- Forum: Pending
- Topic: [0.17.31] Random crash without any error message.
- Replies: 1
- Views: 571
[0.17.31] Random crash without any error message.
Didn't do anything special, just running around. I was holding a blueprint in my cursor but I don't think I touched anything except WASD. Windows told me that "Factorio has stopped working".
- Mon Apr 15, 2019 10:59 pm
- Forum: Ideas and Requests For Mods
- Topic: Mainbus Indicators
- Replies: 3
- Views: 1781
Re: Mainbus Indicators
Choose the best mod: ChunkyChunks
- Mon Apr 15, 2019 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
- Replies: 12
- Views: 4249
- Sun Apr 14, 2019 7:19 pm
- Forum: Combinator Creations
- Topic: Master furnace - all in one
- Replies: 5
- Views: 6258
Re: Master furnace - all in one
An all in one smelter? I did that before. Whatever. Threw it out once they changed how recipe switching made you lose productivity progress. Abilities: Furnace will never switch recipe in order to productivity lost from progress bar of previous smelting (this is true for 2× module prod3). :o Yoinkin...
- Sun Apr 14, 2019 6:32 pm
- Forum: Combinator Creations
- Topic: Perfect 0~drain Laser: Blueprintable and Chunky!
- Replies: 9
- Views: 6894
Perfect 0~drain Laser: Blueprintable and Chunky!
Now that power switches can have their wires in blueprints it's possible to make a laser wall with almost no drain. It's still a bit tricky, but after many iterations, I managed to design a good blueprint. Other wire connections or wire cuts than the ones to power switches are not preserved when blu...
- Sat Apr 13, 2019 9:59 pm
- Forum: General discussion
- Topic: New Player - My Intro Experience
- Replies: 5
- Views: 1527
Re: New Player - My Intro Experience
Post pictures before you rebuild also
- Sat Apr 13, 2019 7:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.31] Crash at CTRL + Z
- Replies: 2
- Views: 1752
[kovarex] [0.17.31] Crash at CTRL + Z
Game froze for half a minute maybe. Then I was asked to post my log.
Happy hunting.
Happy hunting.
- Sat Apr 13, 2019 5:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.31] Map preview covers map settings
- Replies: 5
- Views: 2914
Re: [0.17.31] Map preview covers map settings
Updated to 0.17.31. Still bugged.
- Sat Apr 13, 2019 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.31] Map preview covers map settings
- Replies: 5
- Views: 2914
[kovarex] [0.17.31] Map preview covers map settings
I can't properly change my resource settings :/
Picture explains the problem: The ores comes from "AllMinable"
*Edit* updated to [0.17.31]
Still bugged, preview covers scrollbar: Without preview:
Picture explains the problem: The ores comes from "AllMinable"
*Edit* updated to [0.17.31]
Still bugged, preview covers scrollbar: Without preview:
- Sat Apr 13, 2019 5:23 pm
- Forum: Ideas and Suggestions
- Topic: New Game: Small changes with big impact.
- Replies: 7
- Views: 1577
Re: New Game: Small changes with big impact.
This is already a feature though :szOldBulldog wrote: ↑Sat Apr 13, 2019 10:35 am1) Import settings button:
In the first New Game tab, it let's you import the settings from one of your game saves so that you can tweak them.
Just take the map exchange string...
- Sat Apr 13, 2019 9:23 am
- Forum: Not a bug
- Topic: [0.17.31] Copying Train Station - trains go there before you have chance to change name
- Replies: 3
- Views: 954
Re: [0.17.31] Copying Train Station - trains go there before you have chance to change name
Why would you suggest that they force you to do more manual work? When blueprinting you can already select to not include station names if you don't want them. And there's a mod that gives you the behaviour that you want when you need it. "Automatic train station names". Imagine trying to ...