Search found 346 matches
- Wed Oct 19, 2016 8:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.9] Kaspersky thinks factorio.exe is Trojan!
- Replies: 6
- Views: 1064
Re: [0.14.9] Kaspersky thinks factorio.exe is Trojan!
i had this same issue when i started playing back in v.13, my solution was to add factorio as a trusted program and then i had no more problems, imo it's a game in development, kaspersky sees the changes and thinks it's a virus but doesn't quite understand, that is why the user is allowed to take co...
- Mon Oct 17, 2016 7:16 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 88604
Re: [0.14] Reactors
Have you made any changes to the reactor entity collision box? Edit: I assume you're using Squeak Through, in which case you'll have to add an exception for nuclear-reactor and probably also reactor-interface. yes using squeak through, how do i add this exception? EDIT: it appears that there is a n...
- Mon Oct 17, 2016 6:56 am
- Forum: Mods
- Topic: [MOD 0.14.x] Better Storage Tanks 0.3.6
- Replies: 13
- Views: 6486
Re: [MOD 0.14.x] Better Storage Tanks 0.3.6
thankyou for addressing this concern and for the fix, thanks!
- Sun Oct 16, 2016 5:27 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 88604
Re: [0.14] Reactors
anyone else getting this bug?
having trouble placing a pipe at the top of the reactor, it shows red and the graphics are messed up on the top, idk what is going on.
having trouble placing a pipe at the top of the reactor, it shows red and the graphics are messed up on the top, idk what is going on.
- Sun Oct 16, 2016 4:38 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 88604
Re: [0.14] Reactors
suggest posting change logs in main post, possible also in portal main post,GotLag wrote:1.4.2 - Flow Control is optional again, reactor, turbine and cooling tower can now be hand-crafted.
btw keep up the great work,
-- i previously make the reactors hand craft able too

- Sun Oct 16, 2016 2:39 am
- Forum: Mods
- Topic: [MOD 0.14.x] Better Storage Tanks 0.3.6
- Replies: 13
- Views: 6486
Re: [MOD 0.14.x] Better Storage Tanks 0.3.5
also experiencing error again picking up sulfuric acid tank.
- Thu Oct 13, 2016 5:31 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 97338
Re: [MOD 0.12.12+] Research queue 1.2.6
ok thanks i understand, but i tried to add dependency and having now many mods that are causing crash using this mod, i have tried to add dependency for some and still crash, so i can not use the mod i guess until it has been updated, i guess the creator intends to wait until next version, which is ...
- Thu Oct 13, 2016 3:52 am
- Forum: Mods
- Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
- Replies: 848
- Views: 327852
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
will pm with info about crashing game
- Wed Oct 12, 2016 11:37 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
- Replies: 848
- Views: 327852
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
ok ive had my fun, but would like to add another mod, that is conflicting with NE-Enemies mod, but tring to toggle NE-Enemies mod causes game crash on loading of save file? not sure this is your fault, but not sure where to post information about this error...
attached is log file, hope this helps.
attached is log file, hope this helps.
- Wed Oct 12, 2016 11:16 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 97338
Re: [MOD 0.12.12+] Research queue 1.2.6
RE: v1.4.1
combining NE (Natural Evolution) mods with this gives error when clicking RQ button
combining NE (Natural Evolution) mods with this gives error when clicking RQ button
- Wed Oct 12, 2016 9:45 am
- Forum: Mods
- Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
- Replies: 848
- Views: 327852
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
removing those lines disables the visual (and a small amount of added dmg) however the bulk of the dmg done can be adjusted in the lines following, but ill leave that alone, thanks for the tip however :D ive gotten used to keeping clear of those large spawns, and have added me another mod, the ion c...
- Mon Oct 10, 2016 11:13 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 82258
Re: [MOD 0.14] Satellite Uplink Station 1.0.2
i just ran across this mod and combining it with the ion cannon mod, feels like a nicely over powered toy, lol this is definitely an after end game (as current) weapon, now we just need more "goals" for after end game but noticing that i am "picking up" alien artifacts while link...
- Mon Oct 10, 2016 7:23 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 31139
Re: [MOD 0.14.2] Electric vehicles
RE: speed of electric car and tank, i have found that the car and tank, especially compared to using exoskeletons, to be quite slow, i have tried to add exoskeletons to my tank and found that it makes it turn faster, but not move faster. can anyone give me a tip on how to change this function so i c...
- Mon Oct 10, 2016 5:03 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 88604
Re: [0.14] Reactors
well, yah, if you have the setup first then the reactor will heat up and can produce more power than it can sustain. This setup seems to reach equilibrium at 29.3 though: http://imgur.com/a/jUBlw I think the difference here is I manged to get 426 units of water in the reactor, rather than 421. i go...
- Sat Oct 08, 2016 7:18 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
- Replies: 848
- Views: 327852
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
hi first off great mod(collection) but the enemy changes make it much more interesting - i haven't found a use for the pets (yet)... but i have a question regarding the config is there anyway to disable the green spiral of death spitters throw at me? when hit by multiple of them at the same time its...
- Fri Oct 07, 2016 10:22 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Survival Mode
- Replies: 1
- Views: 1285
Re: [MOD 0.14.x] Survival Mode
i tried this mod out on an existing map and it doesn't work, perhaps this is intended? but thought i would submit this feedback.
- Fri Oct 07, 2016 8:28 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 88604
Re: [0.14] Reactors
Ah nice. Yah if you stuff the reactor with water using express pumps rather than underfilling it, you can get more production. I manged to get 29.2 MW with 4 express pumps. Recalculation fixes it for this scenario as well. i got 29.2MW for a short period until the reactor temp dropped below 100, it...
- Fri Oct 07, 2016 8:24 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 21770
Re: [MOD 0.14.2] Wireless Charging
i am not sure if this would work, or even if you could do it, but i have seen mods that allow overlap between tiles like power poles where it covers an area larger than the pole it's self not sure if it is possible to allow the induction area to cover 4 tiles though the track it self only consumes 2...
- Fri Oct 07, 2016 4:36 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 88604
Re: [0.14] Reactors
thought i would share something interesting i discovered playing with your reactors mod, with just your turbines it can output 25.5MW at full power and still have some headroom, so i decided to experiment... my max output i could achieve was 28.9MW, admitably not at full temp, it ran for a short per...
- Thu Oct 06, 2016 6:30 pm
- Forum: Mods
- Topic: [mod 0.12.20] Transformer
- Replies: 11
- Views: 10581
Re: [mod 0.12.20] Transformer
hello, i downloaded this off the mod portal (v0.0.4) thinking, oh cool, this looks like a neat thing, but looking at how it seems to be working in game the transformer is drinking a continuous amount of power :? example right now i am using the small version that has 1mw draw, this draw is continuou...