Based on 0.12 being delayed twice, I have to agree with Fish: 0.12.0!
Seriously though, 0.12.9 is my guess.
Search found 240 matches
- Fri Jul 10, 2015 4:43 pm
- Forum: General discussion
- Topic: Come and guess: Stable version of the 0.12
- Replies: 51
- Views: 38588
- Tue Jun 30, 2015 9:09 pm
- Forum: Mods
- Topic: [0.11.22] Recycling Plant
- Replies: 33
- Views: 46802
Re: [0.11.22] Recycling Plant
I have found an exploit. When recycling copper-cable i got one copper-plate for one copper-cable. But you need only one copper-plate to produce two copper-cables... I have changed the amount of needed copper-cables frome one to two, but this change nothing... The problem still exists. You need to r...
- Wed Jun 10, 2015 7:36 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 168765
Re: [MOD 0.11.22] Supreme Warfare - 1.0.3
I fixed this by changing line 92 in control.lua from:Raizing32 wrote:Also after building the rapid fire turret and placing I noticed every single bot that had a repair pack decided it was hurt and wanted to fix it, maybe a bug?
Code: Select all
newArty.health = 0
Code: Select all
newArty.health = newArtyI.health
- Mon May 25, 2015 6:46 am
- Forum: Mods
- Topic: [0.11.22] Recycling Plant
- Replies: 33
- Views: 46802
Re: [0.11.22] Recycling Plant
Great mod! I just wanted to point out that the recipes for underground belts are incorrect. It should require 2x underground belts as input.
EDIT: Same for underground pipes.
EDIT: Same for underground pipes.
- Wed May 20, 2015 12:46 am
- Forum: Modding help
- Topic: LuaEntity API error
- Replies: 2
- Views: 1800
Re: LuaEntity API error
https://forums.factorio.com/forum/viewtopic.php?f=14&t=7970 Links don't work. - possiblePos is invalid. - item.stack doesn't exists Thanks for the reply. PossiblePos is valid: local possiblePos = game.findnoncollidingposition("item-on-ground", newPos, 0.01, 0.01) I'll just post the wh...
- Tue May 19, 2015 11:56 pm
- Forum: Modding help
- Topic: LuaEntity API error
- Replies: 2
- Views: 1800
LuaEntity API error
Hi all, I've been using the Russian Logistics mod and it's been fine until recently. I'm randomly getting this error: Error while running the event handler: __RussianLogistics__/control.lua:105: LuaEntity API call when LuaEntity was invalid. Line: 105 game.createentity{name = "item-on-ground&qu...
- Fri May 15, 2015 7:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 62043
Re: [Mod 0.11.x] Equalizer chests v1.0.0
Thanks for this mod. I find it invaluable at train stations. I got sick of accidentally making these chests instead of regular steel chests though, so I tinted some steel chests with a blue-ish tint: equalizer-chest.png Equalizer_Chests_1.0.0.zip The only part of the code changed is the pathing for ...
- Wed Apr 29, 2015 2:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.21] constructions at the borders of construction area
- Replies: 9
- Views: 10977
Re: [0.11.21] constructions at the borders of construction area
I modded my roboports to 51x51 construction area I haven't run into this problem since. Though I would expect the need to increase it to 52x52 because the roboport is 4x4.
- Wed Apr 22, 2015 1:51 am
- Forum: General discussion
- Topic: Blueprints
- Replies: 15
- Views: 7051
Re: Blueprints
Try Foreman Blue Print Manager mod: https://forums.factorio.com/forum/viewtopic.php?f=14&t=6516 There is something like "book" that stores your blueprints and you can export blueprints to files and import them in another save. I know about the mod, I use it. Please carefully read my p...
- Tue Apr 21, 2015 5:50 pm
- Forum: General discussion
- Topic: Blueprints
- Replies: 15
- Views: 7051
Re: Blueprints
Good question. I was kind of disappointed when I realised that blueprints are not transfered from one game to another. There should be a blueprint-book where we can store them, so they are available in every world. And then, they should be stored in seperate files, so we can exchange them with othe...
- Fri Feb 27, 2015 5:47 am
- Forum: Gameplay Help
- Topic: How do you untick the deconstructive blueprints?
- Replies: 24
- Views: 12373
Re: How do you untick the deconstructive blueprints?
Yes there is, you can use the deconstruction planner to cancel it. First click the deconstruction planner to pick it up, then shift+click and highlight the area marked for deconstruction to cancel it.Yaua wrote:Is there still no in-game solution to cancel a deconstruction ? (apart the code?)
- Wed Feb 04, 2015 12:34 am
- Forum: Ideas and Suggestions
- Topic: Option to make 'f' toggle pickup mode
- Replies: 11
- Views: 4558
Re: Option to make 'f' toggle pickup mode
I bound pickup to my RMB so that as I'm picking up belts, I'm also picking up what was on the belt. It was weird at first because you can accidentally pick up stuff when you're picking up belts from a distance, but I got used to it.
- Tue Feb 03, 2015 8:18 pm
- Forum: General discussion
- Topic: Game stops for autosave - thoughts?
- Replies: 33
- Views: 15320
Re: Game stops for autosave - thoughts?
Personally, I love the new both auto-save indicators, the progress bar and the darkening of the screen. I think they're great. My system isn't that fast, so auto-saves take a few seconds and when there was no indicator, I'd have to guess, "did it crash or is it auto-saving?" But now I know!
- Thu Jan 29, 2015 11:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Items under placed blueprints
- Replies: 8
- Views: 10716
Re: [0.11.8] Items under placed blueprints
Wouldn't it make more sense for the item being placed to "switch" places with the item on the ground? Example: assembler is dropped and iron ore is picked up.
- Thu Jan 15, 2015 10:59 pm
- Forum: Balancing
- Topic: Poor balance of electric poles/substation costs
- Replies: 26
- Views: 22510
Re: Poor balance of electric poles/substation costs
When I first started playing, I found myself using small poles ALL the time because I didn't find medium poles that much better. A few months ago though, I created myself a mod to increase the range of the medium pole by 1 tile and it's SO much better. The problem, at least IMO, is because both the ...
- Thu Jan 15, 2015 10:00 pm
- Forum: Ideas and Suggestions
- Topic: Ghost Build Mode
- Replies: 7
- Views: 4220
Re: Ghost Build Mode
... on that note, there is aparantly a way to cancel deconstruction orders, but I havn't figured out how yet. To cancel deconstruction orders, just use the deconstruction planner, but instead of drawing a square with a click, you draw a square with shift+click. There 1. The length of time a ghost b...
- Thu Jan 15, 2015 4:23 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 72940
Re: Friday Facts #64 The plans
IMHO, I'd like to see an end-game in which you build some kind of huge landing location (like an airport for spacecraft) for future colonists. Going to other planets and related things should be saved for a sequel! Factorio II: The Next Generation (lol )
- Tue Jan 13, 2015 12:37 am
- Forum: Mods
- Topic: [0.11.x] Russian Logistics 0.2.5 [belts++,dynamic inserters]
- Replies: 79
- Views: 44916
Re: Russian Logistics Mod
google translation Hello. This looks very interesting but it does not work for me. Can someone help me? Which version do you have? I have 0.11.8, and all works fine. Если кто из России можете со мной переписываться по русски. There was a change in with inseters in 0.11.10: pickup_position = {0, -1...
- Tue Dec 30, 2014 3:55 pm
- Forum: Gameplay Help
- Topic: Distributing repair packs
- Replies: 16
- Views: 18576
Re: Distributing repair packs
I asked the same thing before and found no solution... I just discarded the idea lol. If it takes more than 1 chest and 1 inserter... it's not worth it for me.
- Fri Nov 21, 2014 5:14 pm
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 20897
Re: Faster Belt Corners
Here's the message I remember: https://forums.factorio.com/forum/viewtopic.php?f=7&t=3162&p=43272#p42937 No worries, though, we can wait for the next version :) That's the post I was looking for, thanks! We have so many things to do, mainly stabilisation of the multiplayer, that this will m...