Search found 251 matches
- Thu Apr 21, 2016 12:49 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 281866
Re: [MOD 0.12.29] Robot Soldiers. 0.1.2 HOTFIX
this mod is very interesting! how hard would it be to have them respond to basic order, like click on a radio item, map pops up, click on map and robots go there?
- Sun Sep 06, 2015 8:20 pm
- Forum: Mods
- Topic: [0.12.0] static game difficulty
- Replies: 15
- Views: 18803
Re: [0.12.0] static game difficulty
with the new .12 values it seems to easy, you can get enough alien pack to unlock but the three last tech and not even see the late game enemies. but for now it stay the way it is, because I can't test it.
- Mon Aug 03, 2015 9:39 pm
- Forum: Duplicates
- Topic: [0.12.2] cannot connect with multiple player to multiplayer
- Replies: 1
- Views: 3369
[0.12.2] cannot connect with multiple player to multiplayer
I have this server with the headless factorio there is a friend of mine which is behind nat, while both me and the server can accept internet connetion if he connects to the server, nobody else can if we connect to the server before him, then he can't join that kind of defy the purpose of a multipla...
- Sat Aug 01, 2015 4:14 pm
- Forum: Pending
- Topic: [0.12.2] [pending] server refusing connection, client connecting twice
- Replies: 1
- Views: 3190
[0.12.2] [pending] server refusing connection, client connecting twice
just updated client and server, now cannot connect anymore:
client is initiating two connections or so it seems from server logs
may be related to ipv6, as now it works after disabling it (may also have been a fluke)
client is initiating two connections or so it seems from server logs
may be related to ipv6, as now it works after disabling it (may also have been a fluke)
- Sun Jul 26, 2015 8:00 pm
- Forum: Duplicates
- Topic: [0.12.1] desync on small map report inside
- Replies: 1
- Views: 4171
[0.12.1] desync on small map report inside
hi here is the download to the desync report:
https://www.dropbox.com/s/8uku3pg5b7ljxkv/temp.zip?dl=0
the desync started after biters evolved to bring medium spitter (but I don't know if it's related or a coincidence)
https://www.dropbox.com/s/8uku3pg5b7ljxkv/temp.zip?dl=0
the desync started after biters evolved to bring medium spitter (but I don't know if it's related or a coincidence)
- Wed Jul 22, 2015 8:15 am
- Forum: Mods
- Topic: [0.12.0] static game difficulty
- Replies: 15
- Views: 18803
Re: [0.11.1] static game difficulty
anyone using this has some feedback?
because of the removal of other factors, biter progression seems to slow, I was thinking about doubling it.
anyone playing can weight in on the difficulty? it seems to easy now.
because of the removal of other factors, biter progression seems to slow, I was thinking about doubling it.
anyone playing can weight in on the difficulty? it seems to easy now.
- Mon Jul 20, 2015 9:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] desync report headless server
- Replies: 4
- Views: 11617
[0.12.1] desync report headless server
I've this desync report. https://www.dropbox.com/s/gipvvxzohfnz03w/desync.zip?dl=0 It's an endgame save I got from the forums, to see how much ram a serever would need to handle a big map ( a 18 mb save becomes 800mb ram, if anyone's interested ) I can pm the server ip if needed, nobody there but me...
- Sat Jul 18, 2015 8:07 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 138828
Re: Version 0.12.0
you might want to check your website tab navigation: I'm trying to set up a server, got authenticated using elinks, got to the download page, selected experimental but couldn't tab to the actual release number well, I'll scp the executable, however, a little fix on that page could save load of work ...
- Wed Feb 11, 2015 12:32 pm
- Forum: Not a bug
- Topic: [0.11.15] upon update, some inserter stopped working
- Replies: 7
- Views: 3431
Re: [0.11.15] upon update, some inserter stopped working
Then why:
- Other input slots are filled
- Replacing the belt cause the insert to fill the input slot
If the desired behavior is the other, it should be consistent the other way.
- Other input slots are filled
- Replacing the belt cause the insert to fill the input slot
If the desired behavior is the other, it should be consistent the other way.
- Wed Feb 11, 2015 8:44 am
- Forum: Not a bug
- Topic: [0.11.15] upon update, some inserter stopped working
- Replies: 7
- Views: 3431
Re: [0.11.15] upon update, some inserter stopped working
Look closer. Input electronic circuits are empty. If I replace the belt, the factory load them in input as expected and as how it happens for the other input slots
- Tue Feb 10, 2015 10:31 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 140957
Re: [0.11.1] endless resources
doesn't give any error, but then resources deplete normally
- Tue Feb 10, 2015 10:30 pm
- Forum: Not a bug
- Topic: [0.11.15] upon update, some inserter stopped working
- Replies: 7
- Views: 3431
[0.11.15] upon update, some inserter stopped working
after updating from a previous save the inserter that picked from certain direction of belts on edges are now not working anymore removing the belt and putting it down again fixes the issue sava: https://www.dropbox.com/s/p4w8m3zp37bne7s/beforemessing.zip?dl=0 here is an inserter showing the configu...
- Tue Feb 10, 2015 7:52 pm
- Forum: Not a bug
- Topic: [0.11.15] tank lose momentum after autosave
- Replies: 1
- Views: 854
[0.11.15] tank lose momentum after autosave
Hi I have set autosaves to be fairly frequent
after the save dialog, if the player is driving a tank at speed, the tank starts from 0 speed
after the save dialog, if the player is driving a tank at speed, the tank starts from 0 speed
- Tue Feb 10, 2015 3:32 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 140957
Re: [0.11.1] endless resources
1 will do
2 that doesn't work, tried in all combinations of lua iterators. No idea why
3 crap, didn't notice. will fix.
Thanks!!
2 that doesn't work, tried in all combinations of lua iterators. No idea why
3 crap, didn't notice. will fix.
Thanks!!
- Mon Jan 26, 2015 5:05 pm
- Forum: This Forum
- Topic: [Forum] A small "no pics, no clicks" rule to the mod section
- Replies: 6
- Views: 11342
Re: [Forum] A small "no pics, no clicks" rule to the mod sec
No visibile changes whatsoever in my mods
- Sun Jan 25, 2015 11:43 pm
- Forum: This Forum
- Topic: [Forum] A small "no pics, no clicks" rule to the mod section
- Replies: 6
- Views: 11342
Re: [Forum] A small "no pics, no clicks" rule to the mod sec
Nah thanks. What pic would I add to my two mods?
They don't alter anything visible.
They don't alter anything visible.
- Tue Jan 13, 2015 8:12 am
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 140957
Re: [0.11.1] endless resources
Ui shows 0.3 because of rounding, real yield is 0.25, What I meant it's ignore the UI because this rounding in planning
- Fri Dec 19, 2014 6:12 pm
- Forum: Releases
- Topic: Version 0.11.7
- Replies: 29
- Views: 41764
Re: Version 0.11.7
the dreaded late friday release! you fell for it again, kovarexjakobeng1303 wrote:can't date on OS X 10.10 I get the error message and the game crashes
- Wed Dec 17, 2014 2:12 am
- Forum: General discussion
- Topic: Modpacks - doing it right
- Replies: 40
- Views: 14908
Re: Modpacks - doing it right
Why not just license the base mod as gpl2 and be done with it? All mod are derivative works anyway and proprietary licensed mod are really smelly to me anyway Note that you can still monetize your mod even if licensed under gpl. People already mentioned ad.fly, for example. That wouldn't be incompat...
- Tue Dec 16, 2014 11:59 am
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 140957
Re: [0.11.1] endless resources
Sorry check wasn't there before and I didn't notice will fix it in the evening