Search found 240 matches

by Turtle
Fri Jul 10, 2015 4:43 pm
Forum: General discussion
Topic: Come and guess: Stable version of the 0.12
Replies: 51
Views: 36923

Re: Come and guess: Stable version of the 0.12

Based on 0.12 being delayed twice, I have to agree with Fish: 0.12.0!

Seriously though, 0.12.9 is my guess.
by Turtle
Tue Jun 30, 2015 9:09 pm
Forum: Mods
Topic: [0.11.22] Recycling Plant
Replies: 33
Views: 45288

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...
by Turtle
Wed Jun 10, 2015 7:36 pm
Forum: Mods
Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
Replies: 139
Views: 164162

Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

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?
I fixed this by changing line 92 in control.lua from:

Code: Select all

newArty.health = 0
to:

Code: Select all

newArty.health = newArtyI.health
by Turtle
Mon May 25, 2015 6:46 am
Forum: Mods
Topic: [0.11.22] Recycling Plant
Replies: 33
Views: 45288

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.
by Turtle
Wed May 20, 2015 12:46 am
Forum: Modding help
Topic: LuaEntity API error
Replies: 2
Views: 1681

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...
by Turtle
Tue May 19, 2015 11:56 pm
Forum: Modding help
Topic: LuaEntity API error
Replies: 2
Views: 1681

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...
by Turtle
Fri May 15, 2015 7:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 59594

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 ...
by Turtle
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: 10740

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.
by Turtle
Wed Apr 22, 2015 1:51 am
Forum: General discussion
Topic: Blueprints
Replies: 15
Views: 6603

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...
by Turtle
Tue Apr 21, 2015 5:50 pm
Forum: General discussion
Topic: Blueprints
Replies: 15
Views: 6603

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...
by Turtle
Fri Feb 27, 2015 5:47 am
Forum: Gameplay Help
Topic: How do you untick the deconstructive blueprints?
Replies: 24
Views: 11649

Re: How do you untick the deconstructive blueprints?

Yaua wrote:Is there still no in-game solution to cancel a deconstruction ? (apart the code?)
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.
by Turtle
Wed Feb 04, 2015 12:34 am
Forum: Ideas and Suggestions
Topic: Option to make 'f' toggle pickup mode
Replies: 11
Views: 4214

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.
by Turtle
Tue Feb 03, 2015 8:18 pm
Forum: General discussion
Topic: Game stops for autosave - thoughts?
Replies: 33
Views: 14055

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!
by Turtle
Thu Jan 29, 2015 11:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.8] Items under placed blueprints
Replies: 8
Views: 10551

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.
by Turtle
Thu Jan 15, 2015 10:59 pm
Forum: Balancing
Topic: Poor balance of electric poles/substation costs
Replies: 26
Views: 21598

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 ...
by Turtle
Thu Jan 15, 2015 10:00 pm
Forum: Ideas and Suggestions
Topic: Ghost Build Mode
Replies: 7
Views: 3827

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...
by Turtle
Thu Jan 15, 2015 4:23 pm
Forum: News
Topic: Friday Facts #64 - The plans
Replies: 89
Views: 69484

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 ;) )
by Turtle
Tue Jan 13, 2015 12:37 am
Forum: Mods
Topic: [0.11.x] Russian Logistics 0.2.5 [belts++,dynamic inserters]
Replies: 79
Views: 42239

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...
by Turtle
Tue Dec 30, 2014 3:55 pm
Forum: Gameplay Help
Topic: Distributing repair packs
Replies: 16
Views: 17909

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.
by Turtle
Fri Nov 21, 2014 5:14 pm
Forum: General discussion
Topic: Faster Belt Corners
Replies: 41
Views: 19463

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...

Go to advanced search