Search found 240 matches
- Thu Nov 20, 2014 7:49 pm
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 20930
Re: Faster Belt Corners
Ah, maybe that's it. So I guess it's still to come in future versions of 0.11. But I could've sworn I saw it in the release notes when 0.11 was first released... I must be crazy.
- Thu Nov 20, 2014 7:31 pm
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 20930
Faster Belt Corners
I thought I read somewhere that corners wouldn't slow down the flow of items in 0.11 and was looking forward to it. I also thought I read it in the release notes and it's gone. I even commented on a post by korarex and now I can't find the post. I've also tried searching for the terms "belt tur...
- Thu Nov 13, 2014 9:09 pm
- Forum: Releases
- Topic: Version 0.11.2
- Replies: 31
- Views: 46534
Re: Version 0.11.2
Best update ever!! lolkovarex wrote:
- In Multiplayer, research progress gui (in the top right) blinks once research has completed.
There is no technology window popup anymore. This is optional behavior in single player as well.
- Wed Nov 12, 2014 8:43 pm
- Forum: Modding help
- Topic: Prototype/Recipe, Types/table
- Replies: 10
- Views: 3614
Re: Prototype/Recipe, Types/table
Multiple results for non-fluid outputs is, as far as I know, still not possible. See kovarex's post: Recipes with multiple output?
- Mon Nov 10, 2014 9:34 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.11.1 Crash while using blueprints
- Replies: 9
- Views: 4004
Re: 0.11.1 Crash while using blueprints
I've noticed this happens right after an autosave. It won't crash if you save manually after an autosave.
- Tue Nov 04, 2014 7:11 pm
- Forum: Ideas and Suggestions
- Topic: "No research" notice alarms.
- Replies: 7
- Views: 4342
Re: "No research" notice alarms.
no-research.png I don't see how that's not enough. Just get in the habit of looking at your minimap more often. The research complete popup is annoying enough already. I'll say this again: I HATE THAT DAMN WINDOW! ssilk said "With multiplayer this must be changed of course. So this must be alr...
- Tue Nov 04, 2014 6:25 pm
- Forum: Implemented Suggestions
- Topic: [0.11] gates should be placeable over walls
- Replies: 4
- Views: 1557
Re: [0.11] gates should be placeable over walls
jeroon wrote:Shouldn't kovarex be home, redecorating/restoring his apartment after you all have lived there for 3 years?
lol i had to laugh at that.drs9999 wrote:He has to work to earn cash to buy new furniture because they took everything with them
- Fri Oct 31, 2014 2:10 am
- Forum: Videos
- Topic: [Twitch] 0.11 Celebration Stream
- Replies: 8
- Views: 11191
Re: [Twitch] 0.11 Celebration Stream
I'd like to join in if you have the room for another player.
- Tue Oct 28, 2014 8:30 pm
- Forum: Implemented Suggestions
- Topic: Better Display of Resources in the World Map
- Replies: 11
- Views: 7831
Re: Better Display of Resources in the World Map
I agree that map should be reworked in many aspects. First - I want to close it with escape or e, like chests and machines. That would complicate everything, if the map view is integrated into the game, when you zoom out it changes into map,zoom in is the normal view. So what is missing is just to ...
- Sun Oct 26, 2014 6:14 pm
- Forum: Ideas and Suggestions
- Topic: Allow non-owners to play with owner over lan
- Replies: 13
- Views: 9296
Re: Allow non-owners to play with owner over lan
Would the demo version allow multiplayer play? I don't remember reading that it wouldn't be. If not, it should! This would give new players a chance to play with friends and see what the more advanced stuff is like while they play with players who have purchased it and hopefully make the purchase so...
- Sat Oct 25, 2014 6:35 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Drive Assist v1.0
- Replies: 10
- Views: 14558
[MOD 0.11.x] Drive Assist v1.0
Are you tired of trying to go straight in your car while driving around in your base? This mod will add a small window with four buttons (N, S, W, E) to point you in a straight line. This is a great way to follow along a train track, belt, pipe or anything else you have lined up and don't want to cr...
- Fri Oct 24, 2014 9:18 pm
- Forum: Ideas and Suggestions
- Topic: "Managing" mod licensing
- Replies: 26
- Views: 23561
Re: "Managing" mod licensing
I don't think there is anything wrong (legally) with modifying someone else's mod without the creator's permission unless they have explicitly stated that you are not allowed to do so. As long as credit is given where due, as shown in the linked thread. ... Perhaps it could be a (required?) field i...
- Fri Oct 24, 2014 4:47 pm
- Forum: Modding help
- Topic: GUI Buttons
- Replies: 5
- Views: 3251
Re: GUI Buttons
Thanks for pointing me in the right direction Devcod. I got it working now. Something seemed very off about the way things were coded and didn't make sense to me, but I changed some of the code and now understand it. I'm using if game.tick%20 == 0 then instead of what you suggested because it was th...
- Thu Oct 23, 2014 7:26 pm
- Forum: Modding help
- Topic: GUI Buttons
- Replies: 5
- Views: 3251
Re: GUI Buttons
game.onevent(defines.events.onguiclick, function(event) if event.element.name == "your-button-name" then -- example: heal player game.player.character.health = 100 -- example: add 10 iron plate game.player.insert({name="iron-plate", count="10"}) end end) Not tested, bu...
- Wed Oct 22, 2014 7:59 pm
- Forum: Modding help
- Topic: GUI Buttons
- Replies: 5
- Views: 3251
GUI Buttons
Hi all! I've tried looking at other mods to see how buttons work, but they're kinda complicated and I can't seem to follow. I just want some buttons to simply click and perform one action. For example: click one button and it gives me one copper plate, click another and it gives me one iron plate. I...
- Fri Oct 10, 2014 8:15 pm
- Forum: News
- Topic: Friday Facts #55 - MP Preview
- Replies: 36
- Views: 29099
Re: Friday Facts #55 - MP Preview
How about, you know, give to community this multiplayer build for testing? :) We can't wait ^_^ Please have some patience. They will release it when they feel it's ready for us to test (play). I'd like to comment on the research window popping up. Please put in an option to have the window NOT pop ...
- Fri Oct 03, 2014 8:01 pm
- Forum: General discussion
- Topic: Request to switch News and Update Name on Forum Page
- Replies: 14
- Views: 3524
Re: Request to switch News and Update Name on Forum Page
"News" is "newly received or noteworthy information, especially about recent or important events." ( Google ) "Update" is "an act of bringing something or someone up to date, or an updated version of something." ( Google ) It is also often used to refer to sof...
- Sat Sep 20, 2014 12:21 am
- Forum: Mods
- Topic: [MOD 0.12.x] Larger Inventory
- Replies: 49
- Views: 99131
Re: [MOD 0.10.x] Larger Inventory
Oh cool. I thought I read that this part was hard coded. Good job.
- Sat Sep 20, 2014 12:03 am
- Forum: General discussion
- Topic: Wall Gates gone missing?
- Replies: 5
- Views: 2549
Re: Wall Gates gone missing?
Unfortunaly the MP for is something that I won't even use but I understand it's a big draw for the Factorio guys and community. I have so been waiting for the Gates but it sound like they won't be in untill 0.11. Anyone have any GOOD ideas to use untill then but from my experience, nothing will kee...
- Fri Sep 19, 2014 8:22 pm
- Forum: Ideas and Suggestions
- Topic: One Account for factorio.com and factorioforums.com.
- Replies: 2
- Views: 1117