Search found 130 matches

by Speadge
Sat May 14, 2016 1:19 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 313590

Re: MOD [0.12+] Bio-Farm 1.1.4 - Tree Farming Mod

hi, actual it is not "selection.destroy()", but "selected.destroy()" .. and it doesnt help, since the ghosts are no entity to select. it still happens with "old" farms, which u just cant get rid off. Ok, thanks to Macros in IRC, i now have a code working to destroy thos...
by Speadge
Thu May 12, 2016 7:03 pm
Forum: Mods
Topic: [Discontinued] Eco Trees (0.0.5)
Replies: 19
Views: 34793

Re: [MOD 0.12.x] Eco Trees

hey, what about TreeSaplings Mod? as it doesnt add trees per se as an entity, it doesnt need to be "included", does it?

viewtopic.php?f=93&t=22059&p=145015&hil ... gs#p145015
by Speadge
Thu May 12, 2016 3:13 pm
Forum: Resolved Problems and Bugs
Topic: [solved][12.31 - .33] MP Map Download falls back to 0kb/s
Replies: 2
Views: 2790

Re: [12.31 - .33] MP Map Download falls back to 0kb/s

So, we figured out what caused the Problem with the help of the unbelievable Cube #blamecube factorio sends packages sized to about 1238 Bytes (at least on my logs) for map Transfers. If ur Connection is limited to a smaller number somewhere.. for...reasons.... the packages might become fragmented w...
by Speadge
Wed May 11, 2016 5:16 pm
Forum: 1 / 0 magic
Topic: [0.12.33] [Pending] Mac connecting to windows PC
Replies: 5
Views: 3762

Re: [0.12.33][Multiplayer]Mac connecting to windows PC

dont get me wrong, but u have different dubnets... are u sure that they r connected at all? (gateway / subnetmask?) Hope you know about subnetting to understand what i am speaking about. usually a 201/24 cant connect to a 202/24 without a proper configured gateway. do u use the same router? tell us ...
by Speadge
Wed May 11, 2016 11:26 am
Forum: Resolved Problems and Bugs
Topic: [solved][12.31 - .33] MP Map Download falls back to 0kb/s
Replies: 2
Views: 2790

[solved][12.31 - .33] MP Map Download falls back to 0kb/s

Hi, Since the Update to 12.31 my Server has Problems to distribute the maps to Clients. Almost on every Connection, the download soon drops to 0kb/s between half up to the end of the download (somewhere at 50-95%). After a downgrade to 12.30 everything is fine again. Im Running a Server in my own Ne...
by Speadge
Wed May 11, 2016 10:35 am
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 42085

Re: Friday Facts #136 - Map Transfers

Hi, since 12.31 Update i almost always have Problems with map Downloads by the clients connecting to my Server. Its not just slow... it breaks down to 0kb/s and doesnt ever continue. It works after a downgrade to 12.30, but every Version since 12.31 has this Problem with map-downloads. It almost Loo...
by Speadge
Mon May 02, 2016 12:04 pm
Forum: Mods
Topic: [MOD 0.14.x] Left-Right Load Balancer
Replies: 82
Views: 56229

Re: [MOD 0.12.x] Left-Right Load Balancer

This is a nice mod to have, but two things need fixing though... -They don't seem to require power, but when they aren't in a powered area, they flash with the yellow unpowered icon -They don't seem to work of normal Splitters and Tunnels same with smart splitters. u need normal belts in before and...
by Speadge
Thu Apr 28, 2016 2:52 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388374

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

hey angel,

sorry to ask, but why did u remove the old gfx from 0.12.3?
i know it used parts of the rocketsilo, but i kinda liked it...

so im not so happy with rebuilding the factory now for fitting new sizes...
by Speadge
Thu Apr 28, 2016 10:26 am
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 120545

Re: chests content and unconnected chests not showing

What does this have to do with the railroad? There is no other way to post something into the "Development Proposals forum" as the posting there is strictly limited to certain given headers - sorry for that. Didn't you think there was a reason for that? Posting in this subforum is limited...
by Speadge
Thu Apr 28, 2016 10:23 am
Forum: Multiplayer
Topic: [GER|Modded] Dedicated Server - suchen Mitspieler
Replies: 4
Views: 1708

Re: [GER|Modded] Dedicated Server - suchen Mitspieler

Hallo Leutz, suchen aktuell noch für midgame 1-2 aktive Spieler, die sich in ein geordnetes System einarbeiten können und unterstützen wollen. TS3 ist vorhanden und sollte genutzt werden. Freu mich auf euer Feedback. Modliste habt ihr oben. Denke die wichtigsten Punkte sind hier: -Bobs Full -Yuoki F...
by Speadge
Thu Apr 28, 2016 1:58 am
Forum: Resolved Problems and Bugs
Topic: Blueprint Placement Not Correct
Replies: 14
Views: 5878

Re: Blueprint Placement Not Correct

kovarex wrote:Ok, so I get it now, fixed for 0.12.32

thanks.
I assume i dont need to answer your question from before anymore :)

any hint on 12.32 since this is killing my 12.31 upgrade and i need to stay on 12.30, even with the multiplayer issues fixed in 12.31... its not worth it :D
by Speadge
Wed Apr 27, 2016 10:45 am
Forum: Resolved Problems and Bugs
Topic: Blueprint Placement Not Correct
Replies: 14
Views: 5878

Re: Blueprint Placement Not Correct

My problem is: When placing a blueprint over a tile that occupied by an entity the action is halted. Is there a trick to delete / keep the occupied tile(s) and still place the blueprint? why do ppl post other Problems in a threat that has ist dedicated Problem in the title? back to Topic: @ Devs: s...
by Speadge
Wed Apr 27, 2016 10:26 am
Forum: Resolved Problems and Bugs
Topic: Blueprint Placement Not Correct
Replies: 14
Views: 5878

Re: Blueprint Placement Not Correct

did you create a new blueprint from the crafting menu. i tried to clear and reuse the in my pocket and it was still broke but so far i havnt seen the issue reappear on a completely new blueprint good Point. will be back in a Moment to test this. thx Edit: Still not working. Best to test on Train cr...
by Speadge
Wed Apr 27, 2016 10:11 am
Forum: Resolved Problems and Bugs
Topic: Blueprint Placement Not Correct
Replies: 14
Views: 5878

Re: Blueprint Placement Not Correct

doesnt work on new blueprints either once u rotated them.
by Speadge
Tue Apr 26, 2016 8:58 pm
Forum: Releases
Topic: Version 0.12.31
Replies: 20
Views: 23342

Re: Version 0.12.31

Blueprints are out of place after turning them once. Even new created ones
by Speadge
Wed Apr 20, 2016 10:19 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226537

Re: [MOD 0.12.x] Autofill

autofill_1.3.13 is released. Fuel related issues should be fixed. Ammobox had name change. added 5dim set by Flow86 I fail to launch bob's mod so that one is still undone. hey rk, there may be some Problems with "color-coding" when u dont use its trains. Since you can disable them in the ...
by Speadge
Wed Apr 20, 2016 10:15 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123339

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

the "remover" just migrates all existing entities within the game - it didnt help. although im able to help myself, im primarily writing this cause you are Advertising the "trainless" Version in your OP, which is causing the same Problems used with autofill. maybe I'll check for ...
by Speadge
Tue Apr 19, 2016 1:25 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388374

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Hey Angel, using newest processing (0.1.3) without refing leads to Startup error "Technology ore-crushing does not exist" mea culpa? "Should be fixed" :D Processing version 0.1.4 up dont want to bother u, but the link doesnt seem right github.com/Arch666Angel/angelsprocessing/re...
by Speadge
Tue Apr 19, 2016 12:50 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388374

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Hey Angel,

using newest processing (0.1.3) without refing leads to Startup error "Technology ore-crushing does not exist"

mea culpa?
by Speadge
Tue Apr 19, 2016 11:48 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123339

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

strange Thing: i never used those locos in my game.

even disabling Trains in the config will lead to this error...

Go to advanced search