Search found 197 matches
- Fri Jun 22, 2018 11:29 am
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 94007
Re: [MOD 0.12.x] Factorio Maps
Every time I've tried to generate a map of my save, I'll get missing tiles and corrupted tiles (sprite corruption, the JPEG file itself is just fine) all over the place. Sometimes entire zoom levels go missing (empty subfolders). Is this just a case of 8GB RAM not being enough to throw at rendering ...
- Mon Jun 04, 2018 5:51 am
- Forum: Mods
- Topic: [MOD 0.16] CanalBuilder
- Replies: 4
- Views: 3127
Re: [MOD 0.16] CanalBuilder
Yep, I was riding my shuttle train and it pathed over a bridge.
- Sun Jun 03, 2018 11:33 pm
- Forum: Mods
- Topic: [MOD 0.16] CanalBuilder
- Replies: 4
- Views: 3127
Re: [MOD 0.16] CanalBuilder
This added a great new dimension to my existing late-game save—biters suddenly got into the center of my base and I had to figure out from where. Fun! I noticed that trains leave ripples when driving over rail bridges (from e.g. Beautiful Bridge Railway). Somehow I don't think rail vehicles should g...
- Thu May 03, 2018 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 16131
Re: [0.16.40] Train signals no longer working
Some, but not all, of my circuit conditions are broken after the 16.41 upgrade. Same here. I checked my central smelting stations real quick, and the iron drop stations are fine but the two signals at copper ore drop are ignoring the "Close signal" conditions. It's unlikely to be at all r...
- Wed May 02, 2018 2:47 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228256
Re: [MOD 0.16] Warehousing v0.1.2
Right now, Warehousing is more of a "looks cool" mod, and less of a "more efficient than vanilla" mod. That could change, but at the moment the reason for using Warehousing is mostly if you want warehouses because they look neat (Storage Warehouse being the exception, it's bigge...
- Sat Apr 14, 2018 5:27 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228256
Re: [MOD 0.16] Warehousing v0.1.2
Right now, Warehousing is more of a "looks cool" mod, and less of a "more efficient than vanilla" mod. That could change, but at the moment the reason for using Warehousing is mostly if you want warehouses because they look neat (Storage Warehouse being the exception, it's bigger...
- Mon Apr 02, 2018 3:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.36] "Sync mods with save" doesn't enable new mods
- Replies: 6
- Views: 4506
Re: [0.16.36] "Sync mods with save" doesn't enable new mods
@Loewchen With mods you didn't have installed and had to download? I will attempt to get logs for this next time I play.
- Mon Apr 02, 2018 8:50 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.36] "Sync mods with save" doesn't enable new mods
- Replies: 6
- Views: 4506
Re: [0.16.36] "Sync mods with save" doesn't enable new mods
This issue is not described in any of the "Known issues" lists you linked...
- Mon Apr 02, 2018 7:57 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.36] "Sync mods with save" doesn't enable new mods
- Replies: 6
- Views: 4506
[wheybags][0.16.36] "Sync mods with save" doesn't enable new mods
This is probably because I have "Automatically enable new mods" unchecked in my Factorio settings, but I have found that when I download a modded save file from the forums, reddit, or wherever, I have to sync mods, let the game restart, then sync mods again to actually enable mods I didn't...
- Tue Mar 20, 2018 8:17 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228256
Re: [MOD 0.16] Warehousing v0.1.2
i don't know if it's new or what but assemblers can build all the warehouse logistic items except yellow (storage) iccor56 https://imgur.com/a/OrQJe I haven't seen this problem before, i'm going to ask dgw for comments .. might also be another mod that's interfering here ... but i'm not sure Storag...
- Sun Mar 18, 2018 11:37 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228256
Re: [MOD 0.16] Warehousing v0.1.2
OK veejay, loaded up your save from above with the mod pack provided. The mod "FactorioExtended Plus-Storage" is messing with the Warehousing buildings, changing their collision boxes and breaking all storage containers that are not 1x1 tile. See this mod portal discussion where other user...
- Fri Mar 16, 2018 9:17 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228256
Re: [MOD 0.16] Warehousing v0.1.2
I wasn't able to load your save as intended with mods downloaded from the portal automatically. The FactorioExtended family almost all failed to load due to missing assets. I also can't get the version of Factorio you seem to be running any more. 0.16.15 isn't available through either the website or...
- Thu Mar 15, 2018 7:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228256
Re: [MOD 0.16] Warehousing v0.1.2
I'm having some problems with warehouses - it seems that inserters won't insert into them. They can insert into other things, it seems. Loaders can insert things into warehouses. I just tested this with a storage warehouse and an absolute raft of other mods in Factorio 0.16.30 with Warehousing 0.1....
- Wed Mar 14, 2018 5:32 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228256
Re: [MOD 0.16] Warehousing v0.1.2
i don't know if it's new or what but assemblers can build all the warehouse logistic items except yellow (storage) iccor56 https://imgur.com/a/OrQJe I haven't seen this problem before, i'm going to ask dgw for comments .. might also be another mod that's interfering here ... but i'm not sure Storag...
- Wed Feb 28, 2018 4:16 am
- Forum: Duplicates
- Topic: [0.16.26] Corpses only keep one stack of inventory
- Replies: 1
- Views: 881
- Thu Feb 15, 2018 5:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.22] Ctrl+Arrows doesn't move cursor between words in text field
- Replies: 7
- Views: 4181
Re: [wheybags] [0.16.22] Ctrl+Arrows doesn't move cursor between words in text field
The changelog for 0.16.24 says this is fixed. Or is there more work to do before moving it to resolved?
- Wed Feb 14, 2018 1:19 am
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 55195
Re: Add SRV Record support
Not to hijack the thread further, but it's there if you are logged in. Your screenshot appears as if you checked while not logged in, perhaps. (It says "No registered users" were browsing this forum at the time, but note how my own name appears in the list in my screenshot.) https://i.imgu...
- Tue Feb 13, 2018 3:43 am
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 55195
Re: Add SRV Record support
The "Subscribe topic" link is well hidden in the amber footer bar, below "Who is online".19wolf wrote:Couldn't figure out how to subscribe to this without posting so here is a pretty useless post, sorry.
- Thu Feb 08, 2018 6:12 am
- Forum: Pending
- Topic: [0.16.20] Kernel Protection Failure from mod
- Replies: 2
- Views: 1039
Re: [0.16.20] Kernel Protection Failure from mod
Unfortunately, no. I tried doing the same steps again in-game, but the crash did not repeat. (Presumably it wasn't at exactly the same tick each time, not that I have any way of realistically doing that.) It's possible that the code for PlannerCore and/or Outpost Planner could shed some light on wha...
- Wed Feb 07, 2018 1:53 am
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 78615
Re: Friday Facts #228 - High resolution turrets
And now with artillery turrets they don't even stand a chance of getting close enough to swarm. Am I missing out by playing with only the artillery wagons in my current save and not using the stationary artillery? Can they target things that the mobile version can't, like firing ahead of incoming b...