Search found 130 matches
- 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...
- 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
viewtopic.php?f=93&t=22059&p=145015&hil ... gs#p145015
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
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...
- 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...
- 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...
- 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
- 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...
- 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...
- 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.
- 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
- 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 ...
- 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 ...
- 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...
- 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?
using newest processing (0.1.3) without refing leads to Startup error "Technology ore-crushing does not exist"
mea culpa?
- 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...
even disabling Trains in the config will lead to this error...