Search found 79 matches
- 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?
- 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...
- 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
- 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
to
Code: Select all
if entities_created >= 3 then
Code: Select all
if entities_created >= 1 then
- 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...
- 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
- 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...
- 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...
- 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....
- 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...
- 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
- 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 ...
- 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
- 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...
- 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
- 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.
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.
- 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"
- 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
should be
File ..\prototypes\entity.lua
Code: Select all
supply_area_distance = 11
Code: Select all
supply_area_distance = 11.5
- 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...