Search found 79 matches

by Roktaal
Sat Apr 09, 2016 12:03 am
Forum: Mods
Topic: [MOD 0.15] Aquifer Drill
Replies: 15
Views: 12372

Re: [MOD 0.12.29] Aquifer Drill

Aren't the regular water pumps infinite as well?
by Roktaal
Fri Apr 08, 2016 5:05 pm
Forum: Technical Help
Topic: <unspecified file>(1): "["
Replies: 3
Views: 1265

<unspecified file>(1): "["

The game was running fine until today when it started throwing <unspecified file>(1): "[" on startup. If I delete my %appdata%\factorio\config\config.ini the game runs fine first time but then starts throwing same error again. I tried completely removing %appdata%\factorio folder and reins...
by Roktaal
Fri Apr 08, 2016 4:32 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 19
Views: 19430

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

Could you copy/paste that blueprint (Using Foreman or Blueprint string ) here so I can take a look How do I get a blueprint string? Don't have the original any more, but will make a new one of the area and see if it will happen again. You can export your blueprint with Foreman or Blueprint string
by Roktaal
Fri Apr 08, 2016 2:47 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34818

Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots

Hey I managed to fix the issue number 2 by changing line 164 of control.lua from

Code: Select all

if entities_created >= 3 then
to

Code: Select all

if entities_created >= 1 then
by Roktaal
Thu Apr 07, 2016 11:36 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34818

Re: [MOD 0.12.20+] Logistics Mining 0.2.2 - Mining With Robots

Two issues: 1. If you place a pylon and then remove it before it finishes scanning the ore field, the red overlay remains forever. 2. Mining Logistics Hubs still request more drills than available in network. http://i.imgur.com/dSb9h8h.png Edit: Managed to get rid of the overlay with: /c for _, enti...
by Roktaal
Thu Apr 07, 2016 6:45 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 19
Views: 19430

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

Could you copy/paste that blueprint (Using Foreman or Blueprint string) here so I can take a look
by Roktaal
Wed Apr 06, 2016 6:09 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130823

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.15

Is there any "How to use the mod"? I click on the coal field and get it on the list but when I click on the copper which is just next to coal, the coal gets replaced by copper on the list. They get the same name so I was wondering is there any way I can change the name of the field so the...
by Roktaal
Tue Apr 05, 2016 11:15 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130823

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.15

Is there any "How to use the mod"? I click on the coal field and get it on the list but when I click on the copper which is just next to coal, the coal gets replaced by copper on the list. They get the same name so I was wondering is there any way I can change the name of the field so they...
by Roktaal
Tue Apr 05, 2016 12:27 pm
Forum: Mods
Topic: [MOD 0.12.x] Extended Pipes
Replies: 2
Views: 4467

[MOD 0.12.x] Extended Pipes

Extended Pipes http://i.imgur.com/phOveQC.png Info: Extends the range of underground pipes to 100 squares. Name: Extended Pipes Description: Extends the range of underground pipes to 100 squares. Authors: Roktaal License: MIT Version: 0.0.1 Release: 5. April 2016 Tested-With-Factorio-Version: 0.12....
by Roktaal
Mon Apr 04, 2016 8:34 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34818

Re: [MOD 0.12.20+] Logistics Mining 0.2.0 - Mining With Robots

What is the max number of drills that will be placed. If there is no limit (ie. as much as we provide) there should be an option to define max number. The only thing I don't like with this mod is the constant beeping for missing material for construction. With the limit on number of drills this coul...
by Roktaal
Mon Apr 04, 2016 7:35 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 19
Views: 19430

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

Oops. Fixed. Thank you
by Roktaal
Mon Apr 04, 2016 4:04 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 19
Views: 19430

[MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

Blueprint Flipper Original thread: https://forums.factorio.com/viewtopic.php?f=92&t=15152 With blessing from original author GopherAtl I am continuing maintenance and updating of this mod. http://i.imgur.com/5KqjA6e.png Info: Adds a pair of small gui buttons that you can click on while holding ...
by Roktaal
Mon Apr 04, 2016 3:06 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 25
Views: 30285

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

I'll be more than happy to step in while you're absent. I'll create new thread for this mod then and ofc credit you
by Roktaal
Sun Apr 03, 2016 2:26 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Honk!
Replies: 32
Views: 26056

Re: [MOD 0.12.x] Honk! v0.2.1

Victory horn. I don't think the train should honk until after it's run you over, as that would impede its primary function (which is running you over). LOL :D Sure that would be funny. It must be something that really sounds both like "victory" and "haha, got you!" for maximum e...
by Roktaal
Sat Apr 02, 2016 8:16 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228079

Re: [MOD 0.12.18] Warehousing v0.0.6

The issue comes from the huge capacity of the warehouses. I lowered the amount of slots and performance drop decreased
by Roktaal
Sat Apr 02, 2016 9:17 am
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 25
Views: 30285

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

narc's unofficial v0.1.1 is working

Edit: I've made a new pull request. Replaced button texts with icons. Unofficial v0.1.2 (direct download). Please prefer GopherAtl's official update, whenever that occurs.
by Roktaal
Fri Apr 01, 2016 10:03 am
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 97
Views: 68387

Re: [MOD 0.12.29+] TimeBar v1.0.0

Until the OP makes the changes you can open control.lua and change all instances of "butimon" to "button"
by Roktaal
Wed Mar 30, 2016 11:56 am
Forum: Mods
Topic: [MOD 0.12.x] Advanced Substation
Replies: 6
Views: 4505

Re: [MOD 0.12.x] Advanced Substation

Small aesthetic issue: Shading of the coverage area stops in the middle of the cell.

File ..\prototypes\entity.lua

Code: Select all

supply_area_distance = 11
should be

Code: Select all

supply_area_distance = 11.5
by Roktaal
Mon Mar 28, 2016 10:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 102960

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Personally, I think nixie tubes don't fully suit the aesthetic of Factorio. Not sure what it is about them, maybe the fact they're very rounded? Also, perhaps large 7-segment displays would better suit the flat display currently being used? Here's something I threw together: https://dl.dropboxuserc...

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