Search found 152 matches
- Fri Dec 23, 2016 2:33 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532361
Re: [MOD 0.14] AAI Programmable Vehicles
I have a suggestion for the hauler unloading. Have a building similar to the Vehicle Deployer. When a hauler gets near it, you take over control and guide it into the building. At this point, it works like a large factory building meaning that inserters can pull from the building (think warehouse mo...
- Sun Dec 18, 2016 6:43 pm
- Forum: Modding discussion
- Topic: What would you consider as base components?
- Replies: 0
- Views: 710
What would you consider as base components?
Howdy. I've made a mod that increases the costs of end products by requiring more base components. This came about because I didn't like how Marathon changed fuel and the early ratios. I'm soliciting feedback and what should be considered as part of the base components. Originally, I went with: Thin...
- Thu Dec 01, 2016 12:34 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 63263
Re: [MOD 0.14.x] Additional-turret
Typos.
"Ston wall mk2"
"Ston wall mk3"
"Ston wall mk2"
"Ston wall mk3"
- Mon Nov 21, 2016 12:54 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320765
Re: [MOD 0.14] Orbital Ion Cannon 1.4.5
That's good news, thanks!
- Sun Nov 20, 2016 10:04 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320765
Re: [MOD 0.14] Orbital Ion Cannon 1.4.5
The LOS it provides is smaller than a radar, so you can't replace a radar with it without losing coverage. As I've read (and experienced) if a radar has visibility to an area, the auto-target won't work. This causes a bit of hassle, IMO, as you can no longer have a front-line with non-overlapping au...
- Thu Nov 03, 2016 3:34 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426777
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
Artifacts are one the few things I don't like about NE. The developers--and I agree--made a gameplay design decision to remove them from spawners. Collecting them is Not Fun(tm) as you progress later in the game. I also feel this is the case with NE, even with the artifact collector. Not to mention ...
- Wed Nov 02, 2016 12:38 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299830
Re: [MOD 0.14] SmartTrains 1.1.5
Would you mind disabling these two messages? They fill the console:
Code: Select all
1120.443 Script control.lua:1244: Checking line, needs update: false
1120.445 Script control.lua:1315:
1130.297 Script control.lua:1244: Checking line, needs update: false
1130.297 Script control.lua:1315:
- Fri Oct 28, 2016 4:32 pm
- Forum: Implemented Suggestions
- Topic: Allow in-game name to be different from Factorio login name
- Replies: 14
- Views: 4116
Re: Allow in-game name to be different from Factorio login name
IMO, the account name should be different than the in-game name, if nothing else than for security. The mod portal would match the in-game name as well. If you are a famous (or infamous) player--or someone that pissed someone off in MP--you don't want your account the subject of a hacking attack.
- Tue Oct 25, 2016 7:29 pm
- Forum: Implemented Suggestions
- Topic: Allow in-game name to be different from Factorio login name
- Replies: 14
- Views: 4116
Allow in-game name to be different from Factorio login name
I would like to have two name fields under the preferences--one for my Factorio login and one for the in-game name. I realize you can change the name used and that will appear in-game, but as soon as you want to interact with downloads you need to change it back to re-auth and then revert it to your...
- Mon Oct 10, 2016 9:40 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316257
Re: [MOD 0.13.17] Rampant - 0.14.3
Good news. They were able to reproduce it and it will be fixed in 0.14.14.Veden wrote:I have no idea what is causing it, but I will take a look at your save when i get some time.
- Mon Oct 10, 2016 2:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Deserialisation: unexpected symbol near "."
- Replies: 7
- Views: 4537
Re: Deserialisation: unexpected symbol near "."
Seems like the mod 'Rampant_0.14.3' is causing this issue, Okay, thanks. I've posted in the Rampant thread. It appears someone else has seen the same problem. Somehow the mod table has become misformed Do you have a notion on what can cause this? Is it how a mod stores it's global data, and what--a...
- Mon Oct 10, 2016 1:58 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316257
Re: [MOD 0.13.17] Rampant - 0.14.3
Indeed, I reported a deserialization bug and Klonan said it appears to be caused by Rampant. The save and mods are attached as part of my report. It so happened that I updated both to Factorio 0.14.13 and Rampant 0.14.3 before starting the play session that corrupted my saves.
- Mon Oct 10, 2016 11:54 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] Deserialisation: unexpected symbol near "."
- Replies: 7
- Views: 4537
[posila] Deserialisation: unexpected symbol near "."
Version: 0.14.13. Map Version: 0.14.13-2. Game started around 0.14.10. Error while running deserialisation: [string "do local _={regionMap={[1]={[1]={[1]=7.840999..."]:1: unexpected symbol near '.' Main save and three autosaves all have this error. I updated to 0.14.13 and played for a whi...
- Thu Sep 29, 2016 3:38 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426777
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
TheSAGuy, Howdy. I play a more slow, defensive game and I run into artifact problems quite frequently (due to my play style and biter settings). In fact, I have to horde them for science and I'm not able to (often) experience the other parts of your building mod. To remedy this for players of my pla...
- Sun Sep 25, 2016 3:01 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41231
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Howdy. Could you add a couple of (hopefully) minor features, perhaps under an option sub-menu to the right of the flip icons? 1) Keybind to open/close KBM window; 2) Auto-dismiss KBM window when restoring to blueprint; 3) Can use non-empty blueprints; 4) Load the cursor with the selected blueprint. ...
- Sat Sep 24, 2016 10:59 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299830
Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3
I have a section of track that looks like: ====== ST1 ======= ST2 ======= The two "ST"s are Smart Train stations, both with the name Iron Depot. What I'm trying to do is get the train to pass the first Iron Depot and if there's no train at the second. I want to keep the logic localized--me...
- Sat Sep 24, 2016 3:29 pm
- Forum: Modding help
- Topic: Need help turning a biter-spawner into an assembler
- Replies: 12
- Views: 4245
Re: Need help turning a biter-spawner into an assembler
Works great, thank you kindly. You've gotten me over my hurdle and I appreciate the extra effort you went through.
- Fri Sep 23, 2016 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Performance of LuaTransportLine
- Replies: 6
- Views: 2061
Re: Performance of LuaTransportLine
Not sure why this was moved to suggestions. The OP is about the performance of the APIs with the context of where and how it's important.
- Fri Sep 23, 2016 6:06 pm
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 11237
Re: [MOD 0.14] Hacked Splitters - bring balance to the belts
great mod! what are your thoughts on having the recipe mirror the vanilla splitters in that red hacked splitters would require a yellow hacked splitter (instead of a red hacked splitter requiring a red regular splitter)? atm, unless we're playing with a recycling mod, hacked splitters of the curren...
- Fri Sep 23, 2016 4:59 pm
- Forum: Ideas and Suggestions
- Topic: Performance of LuaTransportLine
- Replies: 6
- Views: 2061
Performance of LuaTransportLine
Howdy. First some context for this post. I've a mod called Hacked Splitters that changes the behavior of splitters from one that maintains line affinity to one that balances outputs regardless of inputs. To do this, I have to manage eight lines (four input, four output) per splitter. The APIs I use ...