Search found 194 matches

by bNarFProfCrazy
Wed Jun 08, 2016 4:46 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 137990

Re: Version 0.12.35

Go ahead with your virtual revenge!
:twisted: :twisted: :twisted:
by bNarFProfCrazy
Wed Jun 08, 2016 11:05 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 137990

Re: Version 0.12.35

Zeblote wrote:
bNarFProfCrazy wrote:Where are the release notes?
In the first post, it's just a small release :D
I was rwferring to this post. Sorry for not quoting it.
PUNISHER989 wrote:ITS OUT, DROP YOUR PANTIES
Or is it fake/troll?
by bNarFProfCrazy
Wed Jun 08, 2016 10:46 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 137990

Re: Version 0.12.35

Where are the release notes?
by bNarFProfCrazy
Wed Jun 08, 2016 9:43 am
Forum: Mods
Topic: [MOD 0.15.X] Wreckage Pollution
Replies: 26
Views: 15762

Re: [MOD 0.12.34] Wreckage Pollution

I don't want to hard-code details of so many fluids, especially for other mods. I might hard code the default fluids and publish a remote for other mods to provide info through. I might instead try to figure out some of the relevant stats algorithmically. I think that will be very hard. Since some ...
by bNarFProfCrazy
Wed Jun 08, 2016 6:16 am
Forum: Mods
Topic: [MOD 0.15.X] Wreckage Pollution
Replies: 26
Views: 15762

Re: [MOD 0.12.34] Wreckage Pollution

I also had a quick peek at your License file. It looks like you are using the MIT license, but it does not state it explicitly in the file. Because of that I recommend you to copy paste the content of this page https://mit-license.org/ including the heading and the line-breaks to simplify things fo...
by bNarFProfCrazy
Tue Jun 07, 2016 6:50 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 340992

Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.3.1

Try moving the pumps one field down, similar to this: RailTanker.png The red ones do not work (except for a few exceptions) The green one are working usually. Also try using a train stop. (And to be on the safe side: Add more pumps ;-)) Here both the full vertical and horizontal versions I use: Rail...
by bNarFProfCrazy
Tue Jun 07, 2016 6:37 pm
Forum: Mods
Topic: [MOD 0.15.X] Wreckage Pollution
Replies: 26
Views: 15762

Re: [MOD 0.12.34] Wreckage Pollution

Hi again, its me, I have found another issue in v0.0.4: Destroying a diesel-locomotive (color-coding_1.0.7) will show this message and crash the game. Error.png EDIT: AFAICT, you can simply change: if game.entity_prototypes and game.entity_prototypes[entity_name].corpses then to if game.entity_proto...
by bNarFProfCrazy
Tue Jun 07, 2016 6:07 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 340992

Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.3.1

My question is: how much does the tanker hold? It doesn't say on it anywhere, and I don't see that info on the forum anywhere. There's no gui on the rail car, and the tooltip gives no info whether it's empty or holding something. Each rail tanker vehicle can carry 2500 liters/units worth of fluid. ...
by bNarFProfCrazy
Tue Jun 07, 2016 4:23 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 340992

Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.3.1

Could you post a screen shot?
That way we can figure out what is wrong a lot easier.
by bNarFProfCrazy
Mon Jun 06, 2016 10:12 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 62346

Re: Friday Facts #140 - Soon

Except for my eyes getting dizzy I dont see any streching effect.
I only notice that the pipes at the front look bigger because of the rotation. But that lloks like a simple 3d effect to me.
by bNarFProfCrazy
Sun Jun 05, 2016 9:35 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 340992

Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.3.1

From a quick google search both are "tank (car)" or "cistern" , but the first one looks like its a typo at least thats what I think after reading the translation results. https://translate.google.de/?tl=en&js=y&prev=_t&ie=UTF-8&text=%D0%A6%D1%8B%D1%81%D1%82%D0%B5%...
by bNarFProfCrazy
Sun Jun 05, 2016 11:11 am
Forum: Mods
Topic: [MOD 0.15.X] Wreckage Pollution
Replies: 26
Views: 15762

Re: [MOD 0.12.34] Wreckage Pollution

Game crashes with wreckage-pollution_0.0.2 when I die/kill a rock with missiles.
Factorio-wrack.png
Factorio-wrack.png (79.47 KiB) Viewed 11228 times
EDIT: Any entity that dies causes this, if it has no corpses defined in its prototypes.
by bNarFProfCrazy
Sun Jun 05, 2016 6:49 am
Forum: Mods
Topic: [MOD 0.15.X] Wreckage Pollution
Replies: 26
Views: 15762

Re: [MOD 0.12.34] Wreckage Pollution

sparr wrote:
bNarFProfCrazy wrote:However your download file is broken since it does not contain the required wrapping folder.
Thanks, fixed this. I need to make a script for packaging mods to avoid mistakes like this.
I wished Factorio wouldnt require the intermedeate folder. That would make 3verything simplier.
by bNarFProfCrazy
Sat Jun 04, 2016 9:27 pm
Forum: Mods
Topic: {WIP}[0.12.19+]Space Extension Mod
Replies: 10
Views: 6656

Re: {WIP}{0.12.19+]Space Extension Mod

Well to finish the game you will really need some time if this mod is enabled. However I was thinking that there are missing some solar modules. It would be cool if you automatically switch to the highest available solar tier for your recipes. I was wondering whether you might want to add actual fue...
by bNarFProfCrazy
Sat Jun 04, 2016 8:40 pm
Forum: Mods
Topic: [MOD 0.15.X] Wreckage Pollution
Replies: 26
Views: 15762

Re: [MOD 0.12.34] Wreckage Pollution

Nice. Thanks for this quick update. However your download file is broken since it does not contain the required wrapping folder. Otherwise works like a charm.(Added to my permanently active mods.) Dirtorio.png Maybe it would be nice if you can add different variations for each splash. (Just rotate/f...
by bNarFProfCrazy
Sat Jun 04, 2016 3:36 pm
Forum: Mods
Topic: [MOD 0.15.X] Wreckage Pollution
Replies: 26
Views: 15762

Re: [MOD 0.12.34] Wreckage Pollution

Really nice idea, I will try this mod once it has per liquid colors. At least for the main liquids. Another suggestion: liquified-air/gas has or fuel has the tendency to explode if incinerated (Flamethrower). https://www.youtube.com/watch?v=PZ1PpM4DAGQ One minor note: Please reference this link in y...
by bNarFProfCrazy
Sat Jun 04, 2016 10:32 am
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 80260

Re: Friday Facts #141 - Mod Portal

The way Factorio developers hunts down with such a ultra-light fence fake Steam account holders (and there are quite a few of them around selling fake accounts ) e.g. pirates, e.g. thieves (by mostly neglecting them) is as soft as could be... I have never heart of fake steam accounts. What are you ...
by bNarFProfCrazy
Fri Jun 03, 2016 11:44 pm
Forum: Modding discussion
Topic: Source management and Licensing for Mods
Replies: 65
Views: 37540

Re: Source management and Licensing for Mods

About the licensing: I'm using quite a few Factorio graphics combined/recolored into new ones. All my mods that have a license stated somewhere are MIT. Is this even valid if i use/distribute graphics from Factorio or do i have to choose another license or include a different license in the graphic...
by bNarFProfCrazy
Fri Jun 03, 2016 10:50 pm
Forum: Modding discussion
Topic: Source management and Licensing for Mods
Replies: 65
Views: 37540

Re: Source management and Licensing for Mods

The Mod licence says: "Blab blah is licensed with the CC BY-NC-ND license. My question is, is it okay if I use the code from this mod, modify it slightly to fit my needs? IANAL, well you can do almost everything you want on your private computer. But you will end up illegally using the mod. He...
by bNarFProfCrazy
Fri Jun 03, 2016 7:59 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 80260

Re: Friday Facts #141 - Mod Portal

I don't know whether you actually read the responses on this thread because there are so many here. But could you please make longer clips of the train aka a full turn (or at least a "full" half turn), because the current one is too fast for me to look at and the virtually jumping train di...

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