I recall having a similar problem.
I _think_ I re-zipped the file one a Windows PC to a .zip file so that it would be recognized by the unzip command.
jon
Search found 69 matches
- Mon Jul 09, 2018 5:53 am
- Forum: Multiplayer / Dedicated Server
- Topic: Full headless server setup guide
- Replies: 21
- Views: 43527
- Sat Jun 23, 2018 12:40 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 31395
Re: Aren't construction bots available too late?
What puzzles me is that I have never seen a design or blueprint for a starter base to produce them early on . Could there be something else needed that we've missed? The first modular armor is relative difficult. Yes, we already concluded that "personal/portable bots" are not viable at th...
- Mon Jun 18, 2018 2:30 pm
- Forum: Questions, reviews and ratings
- Topic: Mod for belt immunity
- Replies: 4
- Views: 2412
Re: Mod for belt immunity
Hi,
I feel the same way.
I took a look at the mod that fits into power armor and I think it would possible to change it to be based on a different item. It is currently based on the Night Vision item.
Perhaps the pistol?
I will put a comment in the mod discussion.
jon
I feel the same way.
I took a look at the mod that fits into power armor and I think it would possible to change it to be based on a different item. It is currently based on the Night Vision item.
Perhaps the pistol?
I will put a comment in the mod discussion.
jon
- Thu Jun 07, 2018 11:29 pm
- Forum: Technical Help
- Topic: [16.39]Error loading scenario save after game update.
- Replies: 4
- Views: 1801
Re: [16.39]Error loading scenario save after game update.
I just had this happen with today's update. That's too frustrating to deal with.
Thanks for the info, at least I know the cause.
Thanks for the info, at least I know the cause.
- Fri Jun 01, 2018 9:18 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60777
Re: Friday Facts #245 - Campaign concept
Hi, I would like to see the blue science packs tweaked. The numbers for it just don't seem to fit correctly with the other science packs. I think the attached image explains it better than I can. ScienceFactories.png I think simply reducing the cycle time to 8 or 10 seconds (from 12) would help bala...
- Sat Jan 20, 2018 12:41 am
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 41555
Re: Friday Facts #226 - New mod portal & other news
Hi,
As for conventions, there is a series here in the US called PAX.
I think you should attend some of those.
jon
As for conventions, there is a series here in the US called PAX.
I think you should attend some of those.
jon
- Fri Dec 29, 2017 2:52 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.15] More Floors 1.2.3
Thanks!
I am considering it, but until the compressed belts decision is changed, I won't be working on it. Without the inserters fully compressing the belts, I would have to do a lot of re-work and would lose what efficiency there is in the layouts.
jon
I am considering it, but until the compressed belts decision is changed, I won't be working on it. Without the inserters fully compressing the belts, I would have to do a lot of re-work and would lose what efficiency there is in the layouts.
jon
- Thu Nov 16, 2017 1:36 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Roboport Grid Layout v04
- Replies: 12
- Views: 23094
Re: Roboport Grid Layout v04
Hi,
I haven't played in a while, but this is the last save I worked on.
jon
I haven't played in a while, but this is the last save I worked on.
jon
- Tue Aug 22, 2017 12:51 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Roboport Grid Layout v04
- Replies: 12
- Views: 23094
Re: Roboport Grid Layout v04
Hi, Rocket science is sent to the labs along the right side of the map and grid. Out of the launching area, there is a belt that goes a bit left, then up for a couple grids, then goes all the way to the right and up to the science area. In the research grid, there is a belt along the right side that...
- Thu Aug 17, 2017 10:01 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Roboport Grid Layout v04
- Replies: 12
- Views: 23094
Re: Roboport Grid Layout v04
Thanks!
I am hoping with 0.16 the belts will be more optimized and the base will be better.
I may also create a bot version of this - e.g. migrate this to bots.
jon
I am hoping with 0.16 the belts will be more optimized and the base will be better.
I may also create a bot version of this - e.g. migrate this to bots.
jon
- Sun Jul 09, 2017 8:24 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Roboport Grid Layout v04
- Replies: 12
- Views: 23094
Roboport Grid Layout v04
Hi, A while ago, I shared my Roboport Grid Layout and here is an updated version for 0.15. The basic idea is a series of grids that are 48x48 tiles with a 2 tile 'walkway' in between. This sizing allows for complete roboport coverage. The exception is the center 'main bus' which is 58 high x 48 wide...
- Thu Jun 08, 2017 11:37 am
- Forum: Implemented Suggestions
- Topic: Add ability to blueprint trains
- Replies: 24
- Views: 9151
Re: Add ability to blueprint trains
I would love to set the filters on the cargo wagon from a blueprint. Currently, when I move to a new save, I have to create a screenshot of my specialty trains (solar, combat, outpost), then manually put these filters into the new wagon. I only do this once per map, so it isn't something I paste rep...
- Wed May 24, 2017 2:48 am
- Forum: Multiplayer / Dedicated Server
- Topic: Full headless server setup guide
- Replies: 21
- Views: 43527
Re: Full headless server setup guide
Hi,
Have you made any progress on your update?
I plan to install a server over the upcoming holiday weekend (US).
thanks,
jon
Have you made any progress on your update?
I plan to install a server over the upcoming holiday weekend (US).
thanks,
jon
- Sat May 06, 2017 4:31 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.14] More Floors 1.0.6
Hi,
Are the two new arrow floors supposed to have walking speeds of 170% & 165% or should they be 175% & 180%?
They are more expensive in terms of iron.
thanks,
jon
Are the two new arrow floors supposed to have walking speeds of 170% & 165% or should they be 175% & 180%?
They are more expensive in terms of iron.
thanks,
jon
- Fri May 05, 2017 7:55 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 74064
Re: Friday Facts #189 - Specifying the 1.0
Hi,
A quick comment about the blueprint based gameplay - I think random is an essential part of Factorio.
jon
A quick comment about the blueprint based gameplay - I think random is an essential part of Factorio.
jon
- Wed May 03, 2017 3:19 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Key to force clicked item to trash slot
- Replies: 0
- Views: 516
[Request] Key to force clicked item to trash slot
Hi, I would like to have an easy way to force a clicked item into the character's trash slot. Currently, when an item in inventory is Shift-Left-clicked, it may go to the tool belt or it may go to the trash slot, depending on the item type. When I want to trash something that would normally go to th...
- Wed May 03, 2017 3:12 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Hotkey to reverse item in hand
- Replies: 0
- Views: 453
[Request] Hotkey to reverse item in hand
Hi,
With the addition of Shift-R to rotate in the reverse direction from R, if we could press Ctrl-R to reverse the item, only one press would be needed for all rotations.
thanks,
jon
With the addition of Shift-R to rotate in the reverse direction from R, if we could press Ctrl-R to reverse the item, only one press would be needed for all rotations.
thanks,
jon
- Mon May 01, 2017 4:29 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.14] More Floors 1.0.6
Hi!
that is fantastic!
The arrows look great - I use 2x2, so it fits perfectly.
How does it align with your colored concrete along the edge? Is it smooth / distinct?
thanks,
jon
that is fantastic!
The arrows look great - I use 2x2, so it fits perfectly.
How does it align with your colored concrete along the edge? Is it smooth / distinct?
thanks,
jon
- Fri Apr 28, 2017 10:27 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.14] More Floors 1.0.6
Hi,
Thanks for the quick reply!
No hurry - I have a large base to re-floor. Yes, I would like smooth edges. I will try the alien metal tile.
I saw the arrow gate with the hazard edges - it didn't look great either, I agree.
I am looking forward to trying out what you come up with.
jon
Thanks for the quick reply!
No hurry - I have a large base to re-floor. Yes, I would like smooth edges. I will try the alien metal tile.
I saw the arrow gate with the hazard edges - it didn't look great either, I agree.
I am looking forward to trying out what you come up with.
jon
- Fri Apr 28, 2017 7:47 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.14] More Floors 1.0.6
Hi, I use your mod quite a bit and want to point out a little issue with the blending on the edges. I'm using a "walking path" between grids on my base with the change to "Arrow Gate" edges and backgrounds, things don't look quite right. This is a screenshot of things I am workin...