Search found 460 matches
- Wed Aug 17, 2016 5:19 am
- Forum: Releases
- Topic: Version 0.13.16
- Replies: 22
- Views: 20687
Re: Version 0.13.16
Great update, as usual! This game just keeps getting better and better! What exactly is a "hidden" tile? Is it a tile that's at the edge of the "fog of war"? When you place a tile as a player, it can cover terrain or a non minable tile that was there before. This method just giv...
- Tue Aug 16, 2016 11:30 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform v0.1.1
Finally ! Last factorio update add a way to see under tile. So I will be adding in next release a way to build over any tile that are build over platform. Unfortunately this next release will be tied to latest factorio version.
- Tue Aug 16, 2016 3:22 pm
- Forum: Releases
- Topic: Version 0.13.15
- Replies: 15
- Views: 19768
Re: Version 0.13.15
Is there a way to easily see ALL of the items in the logistics network? At the moment, when I mouse over a requester, provider, or storage chest, I can see most of the logistics content on the right side of the screen, EXCEPT for the part that goes under the armor/weapons display in the lower right...
- Tue Aug 16, 2016 12:32 am
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform v0.1.1
The reason behing the limitation over the placement of the storage tank is to force player to build smart factory to process liquid instead of just add more storage when he have too many of one ressource. Makes sense, but I can do this with other resources, since chest can be placed anywhere. I thi...
- Mon Aug 15, 2016 5:34 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform v0.1.1
The reason behing the limitation over the placement of the storage tank is to force player to build smart factory to process liquid instead of just add more storage when he have too many of one ressource. I agree that setting a lone assembly machine on a platform to barrel oil is bothersome. While p...
- Sun Aug 14, 2016 11:35 pm
- Forum: Technical Help
- Topic: Rented Server Auto-save
- Replies: 5
- Views: 1219
Re: Rented Server Auto-save
If you change config THEN restart server and the config haven't change multiple reason : The config file is not named config.ini (or whatever name they decide to use if they don't use default config) There is multiple autosave-interval line in the config file, check that there is only one. The serve...
- Sun Aug 14, 2016 7:18 pm
- Forum: Technical Help
- Topic: Rented Server Auto-save
- Replies: 5
- Views: 1219
Re: Rented Server Auto-save
If you don"t have access to the actual factorio installation and can't change the config file there is another way to set the autosave interval. Add the following parrameter to the factorio server launching command line. Change 5 by the number of minute you want.
Code: Select all
--autosave-interval 5- Sun Aug 14, 2016 5:52 pm
- Forum: Technical Help
- Topic: Reset Steam achievements?
- Replies: 3
- Views: 3734
Re: Reset Steam achievements?
There is no "official" way to reset achievement. But software that cheat achievement are able to remove them as well. Beware, those software are not supported by steam so even if steam don't do anything about them, they can do something in the future. You can create an other steam account,...
- Thu Aug 11, 2016 2:12 am
- Forum: Technical Help
- Topic: Unable to see my network inventory
- Replies: 4
- Views: 1728
Re: Unable to see my network inventory
To make room on display to see more inventory, you can disable the minimap (temporary unless you don't use it).
- Tue Aug 09, 2016 3:06 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 36120
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Are you working on a fix right now? ??? Already fixed since yesterday. Even answered you on the portal. Just download newest version ^^ Oh sorry haven't see it, for unknown reason, just F5 the discussion doesn't make your answer show up. CLosing the tab and going to the discussion did it. Thanks fo...
- Mon Aug 08, 2016 9:36 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 36120
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Thanks for the hard work on your awesome mod. There is a bug I posted here https://mods.factorio.com/mods/killkrog ... ssion/1796
Are you working on a fix right now ? Or you can't work on it right now and I should fix it myself ?
Thanks
Are you working on a fix right now ? Or you can't work on it right now and I should fix it myself ?
Thanks
- Sat Aug 06, 2016 6:21 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform v0.1.1
Pretty picture is better if I upload it to mod portal, I am as well in the middle of a game (medium settings, I want to showcase the mod on default settings). In a couple of days, I will launch a rocket, then I will take screenhsot and upload it to mod portal. I haven't enccounter other bug than the...
- Sat Aug 06, 2016 6:02 am
- Forum: This Forum
- Topic: Tapatalk
- Replies: 49
- Views: 31188
Re: Tapatalk
Using the right tool, it's not hard to make any webpage auto-adapting to display size (desktop, laptop, tablet, phone).steinio wrote:Because there is no simple mobile friendly skin.
- Sat Aug 06, 2016 1:59 am
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform v0.1.1
Little bugfix for latest factorio update. 06-08-2016 - 0.1.1 : As a dev rename layer-10 (collision layer I used) in factorio 0.13.14, I changed the layer used to restrict building. This release can safely be apply to existing save with older version. You can safely overwrite config file with one fro...
- Fri Aug 05, 2016 12:27 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3788
- Views: 989896
Re: Bugs & FAQ
F.A.I.R on mod portal (it's a mod) FAIR is a fix to "unfair" map generators, providing a statistical analysis of the ratio of resources discovered, and "flipping" newly generated resources to less fairly distributed resources. This should prevent maps with hard to find resources...
- Wed Aug 03, 2016 12:30 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform v0.1.0
Yeah me too, an other way of generating electricity is missing. I've already test wind turbine and it was interesting too.
- Tue Aug 02, 2016 6:57 pm
- Forum: Gameplay Help
- Topic: Building with concrete
- Replies: 3
- Views: 1381
Re: Building with concrete
This behavior is easily edited by mod, the problem with placing concrete next to water is the game sometime change water tile to be ground tile, so you can eaily remove water that way, but it is beautiful to have concrete just next to water with factories 
- Tue Aug 02, 2016 5:47 pm
- Forum: Not a bug
- Topic: [0.13.11] Floor-layer alone in collision mask not working
- Replies: 2
- Views: 740
Re: [0.13.11] Floor-layer alone in collision mask not working
I knew that floor-layer wasn't for tile, It's just before you add us some nice new mask (I thank you again for that) we have no choice to use one used by the game. (ground-tile wasn't working for my case) So now I'm using layer-10 and add player-layer as well to force collision check. So like you sa...
- Mon Aug 01, 2016 2:01 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform v0.1.0
As a dev granted my request for some new collsiion-layer I finally can re-activate the visual interdiction for non craftable tile, so new version : 0.1.0 : Reimplemented visual interdiction to place building using newly added collision-layer. When you try to place a restricted building outside platf...
- Sat Jul 30, 2016 4:25 pm
- Forum: Implemented mod requests
- Topic: Some collision mask
- Replies: 2
- Views: 1205
Re: Some collision mask
I really appreciate all of your hard work and effort. Thanks you !