I am happy to tell you that this mod is the first to be put into the new v. 0.11.1 pristine mod folder.
Will give it a spin later.
Search found 255 matches
- Mon Nov 03, 2014 12:27 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 66181
- Sun Nov 02, 2014 3:10 pm
- Forum: Show your Creations
- Topic: 1 Hour Reddit challenge completed.
- Replies: 22
- Views: 12143
Re: 1 Hour Reddit challenge completed.
What kind of openers are you guys using? How many burner miners do you tend to get before moving up to electricity? Do you use wood or coal for early fuel? Welcome to the forum : Your question is a good one, which I too would like to know the answers of, from the best. @BeltRunner :mrgreen: :idea: ...
- Sun Nov 02, 2014 7:32 am
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 86170
Re: [YouTube] FishSandwich's Factorio playthroughs
I had a good time playing with you Thanks!
- Sat Nov 01, 2014 3:33 pm
- Forum: Multiplayer
- Topic: Looking for a EU based multiplayer game
- Replies: 7
- Views: 15150
Re: Looking for a EU based multiplayer game
Why do so many people think they need Hamachi or Evolve? I can't believe nobody has access to their router. o_O Not all users have the time to dig into the technicalities of making connections both ingame and VOIP. I like what I see in the Evolve client features. It may not be needed, but it makes ...
- Sat Nov 01, 2014 2:29 pm
- Forum: Multiplayer
- Topic: Forum proposal: Multiplayer
- Replies: 2
- Views: 5272
Forum proposal: Multiplayer
Proposed new sections:
- A section for discussing the new aspects of the game with multiplayer.
- A section for getting in touch and play.
- Sat Nov 01, 2014 5:00 am
- Forum: Videos
- Topic: [YouTube] Factorio Fixit
- Replies: 110
- Views: 41400
Re: [YouTube] Factorio Fixit
5 reds, 6 greens, 12 blues and 1 suped up purple science assemblers is the ratio to produce an even amount of science per type. Do have all of the same level assemblers though. Indeed! Taking the crafting time as measure is the way to get results that matter. But - The Research time (which varies) ...
- Sat Nov 01, 2014 4:45 am
- Forum: Show your Creations
- Topic: 1 Hour Reddit challenge completed.
- Replies: 22
- Views: 12143
Re: 1 Hour Reddit challenge completed.
Well done! IndeedBeltRunner wrote:Pretty fun challenge, indeed.
IMG
25 researched is the best so far!
- Fri Oct 31, 2014 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1][Danish] Unknown control sequence open-teknologi-gui
- Replies: 1
- Views: 1346
[0.11.1][Danish] Unknown control sequence open-teknologi-gui
Code: Select all
[gui-current-research]
researching=Forsker
not-researching=Forsker ikke noget
not-researching2=Tryk på __CONTROL__open-technology-gui__ for at starte en ny forskning.
- Fri Oct 31, 2014 6:58 pm
- Forum: Videos
- Topic: [Twitch] 0.11 Celebration Stream
- Replies: 8
- Views: 10886
Re: [Twitch] 0.11 Celebration Stream
I really hope the hotfix of the 20s desync will be available in time.
I know it's a silly hope , but there it is.
I know it's a silly hope , but there it is.
- Fri Oct 31, 2014 12:37 am
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 66181
Re: Smart Fluid Mod
This is a very nice idea. I have downloaded and will commence play-testing. This mod has all the code it needs for an accumulator that reports it's power storage and a power-pole that can be turned on and off with circuit conditions which will automate power systems as well. I am not sure if you are...
- Thu Oct 30, 2014 5:53 pm
- Forum: Videos
- Topic: [Twitch] 0.11 Celebration Stream
- Replies: 8
- Views: 10886
Re: [Twitch] 0.11 Celebration Stream
This link is broken (now; worked well earlier).-root wrote: Here is the time I'll be doing it.
I know the time, but still
- Thu Oct 30, 2014 1:44 pm
- Forum: Show your Creations
- Topic: 1 Hour Reddit challenge completed.
- Replies: 22
- Views: 12143
Re: 1 Hour Reddit challenge completed.
(...) 22 Technologies researched. ;) A Very Fine Result Indeed! I'm interested, how do you know? I tried something like this: local n=0; for i,d in game.player.force.technologies do if d.researched then n = n+1 end end; game.player.print(n) (Not sure about the exact syntax) and it displayed 23 IIRC...
- Thu Oct 30, 2014 4:56 am
- Forum: Videos
- Topic: [YouTube] Factorio Base Tours
- Replies: 34
- Views: 19230
Re: [YouTube] Factorio Base Tours
Liked, commented and shared.gepwin wrote:Base Tour 9 featuring the base of Boogieman14. If you like long trains you will love this
- Thu Oct 30, 2014 4:47 am
- Forum: Show your Creations
- Topic: 1 Hour Reddit challenge completed.
- Replies: 22
- Views: 12143
Re: 1 Hour Reddit challenge completed.
Here's my attempt. I can't tell you exactly how many techs I have researched, because the GUI won't show all of them apparently (note that I have researched efficiency module 1, as I can start researching level 2, but it's not displayed as a green button).(...) According to the screenshot, I should...
- Thu Oct 30, 2014 2:31 am
- Forum: Videos
- Topic: [Twitch] 0.11 Celebration Stream
- Replies: 8
- Views: 10886
Re: [Twitch] 0.11 Celebration Stream
I will try to be there on-time.
- Thu Oct 30, 2014 2:06 am
- Forum: Gameplay Help
- Topic: How do you untick the deconstructive blueprints?
- Replies: 24
- Views: 11474
Re: How do you untick the deconstructive blueprints?
Thanks! That looks very good in a bordered box.
- Wed Oct 29, 2014 11:46 pm
- Forum: Gameplay Help
- Topic: How do you untick the deconstructive blueprints?
- Replies: 24
- Views: 11474
Cancel deconstruction
for _, entity in ipairs(game.findentities{ {game.player.position.x-20, game.player.position.y-20}, {game.player.position.x+20, game.player.position.y+20}}) do entity.canceldeconstruction(game.player.force) end I have tested this against structures too :idea: It works for me. Readability : The game ...
- Wed Oct 29, 2014 7:22 pm
- Forum: Gameplay Help
- Topic: How do you untick the deconstructive blueprints?
- Replies: 24
- Views: 11474
Re: How do you untick the deconstructive blueprints?
Unable to cancel trees?
I use this:
I use this:
Code: Select all
for _, entity in ipairs(game.findentities{{game.player.position.x-20, game.player.position.y-20},{game.player.position.x+20, game.player.position.y+20}}) do entity.canceldeconstruction(game.player.force) end
- Mon Oct 27, 2014 5:39 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 161637
Re: Count to 100
32 KW is the maximum power of the fast inserter. (wiki calls it energy, but that is measured in joules)
- Tue Oct 21, 2014 1:55 pm
- Forum: Show your Creations
- Topic: Looks like I will never learn (caution: noob at work)
- Replies: 34
- Views: 17114
Re: Looks like I will never learn (caution: noob at work)
Now I know that all I need to do to troll you guys is to purposely build all my cables in one central location and use belts to transport and store them; while making sure to only use one side of the belt :D It would be interesting to be proven wrong since quoting has been in agreement for the most...