Search found 69 matches
- Fri Sep 02, 2016 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Persistent promotions and bans.
- Replies: 0
- Views: 542
Persistent promotions and bans.
I feel the headless server needs a properties file of some sort that adds a permanent admins and bans list. It's kind of inconvenient when you have to change the map semi regularly having to wait for the admins to come online to promote them
- Fri Sep 02, 2016 1:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2] [kovarex] Disconnect menu stays when you click rejoin.
- Replies: 1
- Views: 1449
[0.14.2] [kovarex] Disconnect menu stays when you click rejoin.
Screenshot says it all. I can still type and move.
- Wed Aug 31, 2016 2:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2][posila] Desync
- Replies: 11
- Views: 4434
Re: [0.14.2] Desync
26 people were online at the time if I remember correctly aswell there was some kind of desync echo afterwards. And here is another desync report for redundancy.
- Sat Aug 27, 2016 3:51 pm
- Forum: Won't fix.
- Topic: [0.12.29] [kovarex] Cant load old 0.11.22 save
- Replies: 5
- Views: 2521
Re: [0.12.29] [kovarex] Cant load old 0.11.22 save
Hey! I used my NASA laboratory to load your map. But all of the conveyer belts and whatever the power supply once was seems to be missing. I have 16 GB of ram and all of the items on the ground seems to be the biggest issue as the map doesn't "Look" that large yet still manages to use 98% ...
- Tue Aug 02, 2016 11:59 am
- Forum: Combinator Creations
- Topic: Multi Stack Filter Inserter
- Replies: 4
- Views: 5113
Re: Multi Stack Filter Inserter
I have created a similar product that simply uses 2 arithmetic combonators. On mobile so no screenshots. The first combonators subtracts the desired unfiltered item from "each" and then adds a rather large number to ensure it is positive. Input is a single or chain of sensor belts set in h...
- Thu Jul 28, 2016 9:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Recursive Blueprints 0.2.0
- Replies: 53
- Views: 33025
Re: [MOD 0.12.x] Recursive Blueprints 0.2.0
I had the exact issue as you. And this solution did not solve my problem.edvardm wrote:Funny, for some reason I had the idea of running 'verify integrity' check on Steam. After that it worked! So it seems like upgrade process had missed something at some point. Sorry for the trouble, need to try that now
- Fri Jul 22, 2016 7:59 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request]: Automatic Blueprint placing.
- Replies: 2
- Views: 1689
Re: [Request]: Automatic Blueprint placing.
Why yes... That's exactly what I was looking for. Thank you!
- Fri Jul 22, 2016 3:11 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Fracktorio
- Replies: 2
- Views: 1173
Re: [Idea] Fracktorio
I've wanted to see this a lot myself. But my idea was more of just a much faster pumpack (5x faster) that simply takes water. Or perhaps a solution made from water acid and rocks. to produce oil. Uses insane numbers of water. Like 2 machines per pump. And unreasonably high pollution and electricity ...
- Wed Jul 20, 2016 2:57 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request]: Automatic Blueprint placing.
- Replies: 2
- Views: 1689
[Request]: Automatic Blueprint placing.
I'm really sorry for requesting something so darn hard to make but every time I keep having to expand the whole thing over and over again I keep wishing this was a thing. I tried to be as speficic as possible to help with creators block on the mod. Ideas: - Blueprint placer bot - Flies in constructi...