Search found 533 matches
- Sat Apr 08, 2017 8:33 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 151942
Re: GreyGoo Mk I: A self-expanding factory
pics https://imgur.com/a/Ys10a Having been messing with a slightly larger grid system myself (inspired by you see pic 1: grid unit) it's effectively 2 roboports wide with complete almost construction coverage (it can't clear trees to place some roboports) but it doesn't have total logistical coverag...
- Fri Nov 06, 2015 7:12 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141584
Re: [MOD 0.12.x] Modular Armor Revamp
Love the mod :) Wondered if this from my mountain of ideas post might be something you could include :D Given the player has advanced modular armour which once crafted is kind of over powered next to vehicles I think there's room for modular Tanks and cars, using the same modules for the modular arm...
- Tue Oct 27, 2015 10:30 pm
- Forum: Ideas and Requests For Mods
- Topic: A Mountain of Ideas
- Replies: 9
- Views: 9884
Re: A Mountain of Ideas
Sorry about the delay guys I am a person who occasionally codes (HTML, C#, SQL, JAVA, ect.), but am absolutely crap at art. If you can get some nice art (just request it on the forums) I would love to give a shot at your ideas (I really like a lot of them). I can knock up some of the pixel art mysel...
- Sun Sep 13, 2015 7:12 pm
- Forum: Ideas and Requests For Mods
- Topic: A Mountain of Ideas
- Replies: 9
- Views: 9884
A Mountain of Ideas
Ok, *Smile* I'm happy to help out and contribute with any of my ideas being turned into a working mod, just ask. The List: Name of Idea, linked to my post on it if it's not this one, followed by a link to the mod if it gets made In-line crafting Conveyer extras Modular Vehicles Fluid Extras Simple e...
- Sun Sep 13, 2015 7:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 59641
Re: [MOD 0.12.x] Equalizer chests v1.1.2
Yeah I know what you mean I'm really pushing the idea of using them like pipes in certain places and kind of expecting them to act like pipes which do ballance over distance even if the neighbours only know about each other, but then for fluids infinitely fine fractions work, not the same for items
- Sun Sep 13, 2015 2:00 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 59641
Re: [MOD 0.12.x] Equalizer chests v1.1.2
Awesome, I was going to suggest a way of handling that but I think it's far too complicated in hind sight As for the the third bug, I think I've found a partial cause/solution to it things like moving from chest zero to chest n quite easily because if you fill 0 with items half of them will move to ...
- Wed Sep 09, 2015 11:34 am
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 59641
Re: [MOD 0.12.x] Equalizer chests v1.1.1
I've tested this extensively and I think that there's a few slight bugs First I have a problem placing chests without major lag spikes, I have over 3k in one game and it's noticeable to the point of when I build them I have to in short stints giving myself a headache before I have to stop for a whil...
- Thu Aug 27, 2015 4:52 pm
- Forum: Modding discussion
- Topic: Anyone Know The Mod
- Replies: 8
- Views: 23604
Re: Anyone Know The Mod
is there a version of this that works in 0.12.x?
- Thu Aug 20, 2015 12:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] map editor creates corrupted map sometimes
- Replies: 6
- Views: 2460
Re: [0.12.4] map crash
You might have to unzip them, I couldn't upload the blueprint.bat levels as .bat extensions aren't allowed and they need to be in the scenarios folder.
%AppData%\Roaming\Factorio\scenarios\<name of level>\blueprint.bat
the name of level must only contain the characters a-z A-Z 0-9
%AppData%\Roaming\Factorio\scenarios\<name of level>\blueprint.bat
the name of level must only contain the characters a-z A-Z 0-9
- Wed Aug 19, 2015 5:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] map editor creates corrupted map sometimes
- Replies: 6
- Views: 2460
Re: [0.12.4] map crash
map that works: Island1.zip map that gave the log above: Island2.zip The map with mods that allerted me to the problem: Island.zip mods.zip and it's log file 0.002 2015-08-19 18:16:42; Factorio 0.12.4 (Build 16397, win64) 0.002 Operating system: Windows 7 Service Pack 1 0.002 Program arguments: &quo...
- Wed Aug 19, 2015 3:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] map editor creates corrupted map sometimes
- Replies: 6
- Views: 2460
[0.12.4] [kovarex] map editor creates corrupted map sometimes
When loading a custom map either into a new scenario or into the map editor I get a crash I've had it a few times with and without mods and on versions 12.2 and 12.4 (tried updating to see if resolved issue) and it doesn't happen to all maps only on ones where I've placed solar pannels and/or accumu...
- Sat May 17, 2014 9:02 pm
- Forum: Technical Help
- Topic: Stupid question (Linux installation)
- Replies: 8
- Views: 15567
Re: Stupid question (Linux installation)
Code: Select all
ls -l
--rw-r--r- and chmod doesn't change the file to executable
(And I made a mistake, I borrowed a window a machine they're not EXEs but executables but again child doesn't work to make them executable)
- Fri May 16, 2014 3:59 pm
- Forum: Technical Help
- Topic: Stupid question (Linux installation)
- Replies: 8
- Views: 15567
Stupid question (Linux installation)
A few days ago I DL'd the demo, then I brought the alpha, and I played each on linux, but somewhere along the line the binaries became a EXEs, obviously .exe files are windows executables not a linux compatable launchers, so what am I missing, I've DL'd all the 0.9.8 linux tars and looked in each bu...