Search found 260 matches
- Fri Jan 30, 2015 6:08 am
- Forum: Mods
- Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
- Replies: 85
- Views: 85680
Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifa
Wow. Cool idea, good mod
- Fri Jan 30, 2015 6:08 am
- Forum: 1 / 0 magic
- Topic: [0.11.3] Game crashes on game.findentities with wrong args
- Replies: 7
- Views: 7431
Re: [0.11.3] Game crashes on game.findentities with wrong ar
I tested this again and now it's working as intended, i.e. reporting proper error.
I think I updated xcode not too long ago. Probably it was some kind of error in system libraries.
I think I updated xcode not too long ago. Probably it was some kind of error in system libraries.
- Fri Jan 30, 2015 6:02 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 163658
Re: Count to 1,000,000
67 is the 19th prime number, an irregular prime, a lucky prime, the sum of five consecutive primes (7 + 11 + 13 + 17 + 19), and a Heegner number.
- Thu Jan 29, 2015 11:04 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 163658
Re: Count to 1,000,000
55 is ... well... it's just nice, easy to remember number
- Thu Jan 29, 2015 4:06 am
- Forum: Mods
- Topic: [MOD 0.11.x] Telepad 1.1.1
- Replies: 18
- Views: 20343
Re: [MOD 0.11.x] Telepad 1.1.1
You need two telepads and two remote targets to teleport between distant locations. Let's say you placed one telepad in your main base and named it 'Main' and second telepad in iron outpost and named it 'Iron Outpost 1'. Now you need to place remote targets next to telepads. Name the one in main bas...
- Wed Jan 28, 2015 7:38 am
- Forum: Mods
- Topic: [MOD 0.10.x] Barter mod [v0.8.1]
- Replies: 18
- Views: 16012
Re: [MOD 0.10.x] Barter mod [v0.8.1]
Since it's a major overhaul, I think it's better to branch off your work into a different mod.
I hereby give you permission to use my mod as starting point for your mod, no problems here
I hereby give you permission to use my mod as starting point for your mod, no problems here
- Tue Jan 27, 2015 7:16 am
- Forum: Modding help
- Topic: Q: data.raw in game and minimap markers
- Replies: 1
- Views: 1303
Re: Q: data.raw in game and minimap markers
1. I would like to have (read-only) access to recipes in game, not merely enabling or disabling them. One can access data.raw in a mod's data.lua file but I cannot figure out how to do the same in, say, control.lua. Additionally, io is disabled during the loading phase and the global environment is...
- Mon Jan 26, 2015 4:24 am
- Forum: Not a bug
- Topic: [0.11.13] onchunkgenerated replacing water with sand bug
- Replies: 6
- Views: 2530
Re: [0.11.13] onchunkgenerated replacing water with sand bug
I experienced something similar in Straight World mod. I think there is some kind of postprocessing that fixes borders/transition between different terrain types.
I think that terrain changing mods need API that delays this postprocessing.
i.e. ability to make multiple changes in an atomic fashion.
I think that terrain changing mods need API that delays this postprocessing.
i.e. ability to make multiple changes in an atomic fashion.
- Fri Jan 23, 2015 8:47 am
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 418057
Re: Games Like Factorio
Manufactoria is more like lite programming puzzle, put still very very good one. I enjoyed it a lot.Nemoricus wrote: Other games like that include [url=http://pleasingfungus.com/Manufactoria/]Manufactoria[/url.
- Thu Jan 15, 2015 4:55 am
- Forum: General discussion
- Topic: Superspeedrun
- Replies: 8
- Views: 13955
Re: Superspeedrun
But you need temporary facilities. Can't craft Steel or Plastic so even with all technologies you will have to start with steam power and Stone Furnaces. Of course you need facilities for steel, oil, plastic etc. But factory designed without research in mind is quite different from your regular fac...
- Wed Jan 14, 2015 7:18 am
- Forum: General discussion
- Topic: Superspeedrun
- Replies: 8
- Views: 13955
Re: Superspeedrun
But I think xecutor suggests something else. He talks about situation where you don't have to put up temporary facilities, you can go with your best layout from the start. You got it right :) It's not about cheating. It's about efficient and close to optimal development. And you need to think a lit...
- Tue Jan 13, 2015 5:11 am
- Forum: General discussion
- Topic: Superspeedrun
- Replies: 8
- Views: 13955
Superspeedrun
IMHO it's worth to play it at least once. It was quite refreshing experience for me. Just enable all technologies at the start and try to build rocket defence as fast as possible. To enable all techs, paste this into game console: /c for n,t in pairs(game.player.force.technologies) do t.researched=t...
- Tue Jan 06, 2015 4:13 pm
- Forum: Technical Help
- Topic: Menu Lockups after quitting
- Replies: 3
- Views: 1940
Re: Menu Lockups after quitting
Actually I experienced this too:
https://forums.factorio.com/forum/vie ... f=7&t=7599
https://forums.factorio.com/forum/vie ... f=7&t=7599
- Tue Jan 06, 2015 9:14 am
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 13763
Re: Avatar Teleporter
Telepad mod might help you
- Sat Jan 03, 2015 6:09 am
- Forum: Implemented Suggestions
- Topic: Deterministic toolbelt rows switching
- Replies: 0
- Views: 802
Deterministic toolbelt rows switching
At the moment in order get item from toolbelt with hotkey reliably you need to look at it (or remember in which state it is). Because result of pressing 'switch rows' key depends on current state, obviously. It would be supernice to have 'switch to 1st row' and 'switch to 2nd row' hotkeys. Then with...
- Thu Jan 01, 2015 7:50 am
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 81
- Views: 65813
Re: Can the player be killed by train? (Train kills?!)
IMHO train horn when train comes near player is enough.
- Sat Dec 27, 2014 5:56 am
- Forum: Gameplay Help
- Topic: Very Very Laggy On Mac Yosimite
- Replies: 5
- Views: 2047
Re: Very Very Laggy On Mac Yosimite
I think I have plenty of RAM (I have 2 2GB Memory Cards), But the thing I dont get is the Demo runs perfect, and the real game getts like maybe 1 fps...Also I noticed that the menu screen is perfectly fine but when I get into the real game it starts freezing and stuttering. 4Gb is actually not too ...
- Fri Dec 26, 2014 9:22 am
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 39036
To devs: Order of ingredients for fluid recipes
I tried to make Alternative advanced oil processing recipe with reversed order of inputs and outputs, but that hasn't affected actual order of pipes of oil refinery. It looks like both inputs and outputs are sorted somehow. Probably that's why oils cracking have it's water input in different pipe th...
- Fri Dec 26, 2014 6:44 am
- Forum: 1 / 0 magic
- Topic: [0.11.8 MacOS] Hang on 'Quit game'. (sound related)
- Replies: 3
- Views: 5028
[0.11.8 MacOS] Hang on 'Quit game'. (sound related)
I pressed 'Quit game' in menu, the game asked for confirmation, I pressed 'Ok' and the game hanged. Had to forcequit it. But before that I attached to the process and made stacktraces of all threads. I hope it will help. (lldb) t 1 * thread #1: tid = 0xb15226, 0x00007fff87d2a52e libsystem_kernel.dyl...
- Fri Dec 26, 2014 6:21 am
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 51940
Re: [MOD 0.10.x] Telelogistics v0.2.4
It wasn't updated for quite some time.Anathera wrote:This mod dead or not? would love to use it, but last time it froze the game everytime.
If you need character teleportation, that you can use my mod Telepad.