Search found 1183 matches
- Tue Jun 28, 2016 6:27 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 159912
Re: Version 0.13.0
Yeah!!! 0.13 is released! Now I can test the idea that I have had long time ago about getting (cheating) the achievements. My dear friend - imho you completely misunderstood what playing Factorio is about. Its about rarely mastering, regular trying, often failing, standing up after getting killed a...
- Tue Jun 28, 2016 6:01 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 159912
Re: Version 0.13.0
Yeah!!! 0.13 is released! Now I can test the idea that I have had long time ago about getting (cheating) the achievements. Modded games won't have the achievements recorded on steam. The devs may be unhappy about the result... Declaimer: it is not fun to ruin the game in this way. I did this just be...
- Fri Jun 24, 2016 1:28 am
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 36989
Re: Friday Facts #143 - Nat Punching Again
I think I have seen the devs mentioning an upgrade tool for mods?Killkrog wrote:I dunno... Did someone ever wrote a program that shows the differences between the current api and the 0.13 preview?
I actually might do that right now if folks say it helps having the mods updated quicker for 0.13
- Mon Jun 20, 2016 2:01 am
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 36989
Re: Friday Facts #143 - Nat Punching Again
Factorio definition: Alpha unstable : Release (like 0.13 right now). May be completely broken. Time for modders to fix their mods. Everything can change. Everything can brake. Alpha stable : If you want to play a stable game (0.11, 0.12...). Only serious bugs of latest version where fixed. Lamers p...
- Thu Jun 16, 2016 2:17 am
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 72269
Re: [MOD 0.12.x] Robot Mining Site 0.3.0
Hey guys, wouldn't it be nice if we could also "mine" trees, like the treehouse does? The only difference is of course that the trees would have to be re-planted after chopping them down. I think you are looking for Treefarm for 0.12? https://github.com/Blu3wolf/Treefarm-Lite https://gith...
- Thu Jun 16, 2016 2:13 am
- Forum: Implemented Suggestions
- Topic: Stock Better Vehicle Control
- Replies: 26
- Views: 6950
Re: Stock Better Vehicle Control
But my biggest problem while driving the vehicles is not aligning... actually, I don't really care about aligning since I only drive in open space. The problem is I can't figure out which button to turn when not driving towards north. I often turn to the wrong direction and crash on an alien spawner...
- Thu Jun 16, 2016 1:58 am
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 47817
Re: Friday Facts #142 - Playtesting
While waiting for the coming Friday.... did anyone notice the shadow angle of the wall (or gate?) is different from the other objects? Most of the shadow is point to east, but the wall's is 45degree rotated. (Yes, I am bored. Friday please come early!) Also, I was thinking... the deconstruction plan...
- Wed Jun 15, 2016 4:01 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 234962
Re: [MOD 0.12.30+] SmartTrains 0.3.82
So the issue only occurs when the stop is placed by blueprint and then removed before it is built. What version are you using? The latest (pre)release https://github.com/Choumiko/SmartTrains/releases/tag/v0.3.94 shouldn't have that issue anymore. I think by now i really should make this an official...
- Tue Jun 14, 2016 6:27 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 234962
Re: [MOD 0.12.30+] SmartTrains 0.3.82
Hi. It's me again. I think I just found a bug. I made a blueprint that has a smart train station. When I placed the blueprint, the Smart train stop cargo (combinator) and Smart train stop (lamp) were built immediately. But I quickly realized I misplaced the station, so I deconstructed the ghosts bef...
- Tue Jun 14, 2016 7:18 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 234962
Re: [MOD 0.12.30+] SmartTrains 0.3.82
Don't do "Read from UI". Just activate the existing line for the new train, then change the first station to the new mine, and save the line under a new name. That should work. You might need the latest version of SmartTrains, the pre-release, but I think it also works with older versions...
- Mon Jun 13, 2016 9:52 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 234962
Re: [MOD 0.12.30+] SmartTrains 0.3.82
Hi all, may I know is there any way to copy the settings of a line to another line, or create a new line based on an existing one? Let's say I have a mining line with 4 stations, where the first station is the mine. Now I want to create a new line that goes to another mine. Is there any way to do it...
- Fri Jun 10, 2016 1:59 am
- Forum: Implemented Suggestions
- Topic: Stock Better Vehicle Control
- Replies: 26
- Views: 6950
Re: Stock Better Vehicle Control
Hi everyone. Hope I am not too late on this topic. Among all of the frequently suggested articles about vehicle control, this one is my favourite and I have thought about it since the day when I entered the vehicle in mission, even before using the forums. I am always having problems on turning the ...
- Thu Jun 09, 2016 3:03 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 258701
Re: [MOD 0.12.x] Landfill (2.1.7)
Hi all. I love this mod. It is very useful especially when you want to make an elegant factory and not affected by the water. But for me, the original settings are too easy. In endgame, when even the Behemoth enemies cannot stop you, water is the only obstacle to stop you from expanding the factory,...
- Thu Jun 02, 2016 3:31 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1194
- Views: 437001
Re: Yuoki Industries - Informations, Suggestions, Questions
Hi all, I love Yuoki Industries very much. It is a very amazing and interesting mod. But may I have a little request? --- YI belts! Any possibility that we will have faster belts and loner underground belts from Yuoki Industries? We have upgraded inserters, pipes, assemblers, robots, etc. But we are...
- Thu Jun 02, 2016 2:24 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 226656
Re: [MOD 0.12.x] The Fat Controller. Remote train manager 0.4.15
Thx for the fix! It is working without any error message.Choumiko wrote:Fixed if you use this: https://github.com/Choumiko/TheFatContr ... ontrol.lua

- Wed Jun 01, 2016 6:41 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 108430
Re: Version 0.12.35
Fixed the missing title in character logistics window. Please, stop inventing imaginary bugs when there are no real bugs. Unless it is a real and obvious bug. https://forums.factorio.com/viewtopic.php?f=3&t=25759&start=10#p162884 But it is really weird to see an update with just one bug fix...
- Tue May 31, 2016 3:36 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 226656
Re: [MOD 0.12.x] The Fat Controller. Remote train manager 0.4.15
Hi Choumiko, thx for the mod. But when I tried to start a new game with Klonan's Creative Mode , it prompted the following error then quit: Error while running the event handler: ...Data/Roaming/Factorio/temp/currently-playing/control.lua:38:Error while running the event handler: __TheFatController_...
- Mon May 30, 2016 7:28 am
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 72269
Re: [MOD 0.12.x] Robot Mining Site 0.3.0
Thanks for the update. Too bad for the entity type, another limitation of the modding API. But nevermind, the new graphic really got my attention!



- Sat May 28, 2016 5:07 pm
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 72269
Re: [MOD 0.12.x] Robot Mining Site 0.2.4
Hi judos, thanks for this awesome mod. Now I can cover the whole ore field with a few of towers and don't need to worry about the field anymore. :D But I have a few requests: First, is it possible to turn off the logistic provider feature of the tower? I want to use inserters and belts to transfer t...
- Fri May 20, 2016 8:47 am
- Forum: Ideas and Suggestions
- Topic: New types of robot: Defender Robots (not capsules)
- Replies: 9
- Views: 5738
Re: New types of robot: Defender Robots (not capsules)
Something like this? https://forums.factorio.com/viewtopic.php?f=93&t=23559 Unfortunately, after testing the mod, I have to say it is not what I expected. I don't want the robots to fly forever. I want them to return to the Roboport once the enemies have been cleared. In your mod, the units don...