Search found 945 matches
- Thu Jul 23, 2015 11:21 am
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 23623
Re: Combat robots useless?
Combat drones were always subpar when compared to other means of biter eradication, which in turn were in no way overpowered rather simply good enough to get job done. The problem is that the very idea of fighting an endless stream of tough enemies with a limited bunch of expensive moderate damaging...
- Wed Jul 22, 2015 9:53 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Dedicated Multiplayer Server Guide
- Replies: 54
- Views: 85217
Re: Dedicated Multiplayer Server Guide
I wonder, whatdoes it mean when server disconnects from your game?
edit: The answer is you keep your own game session which becomes irrelevant to server and to which people won't connect.
edit: The answer is you keep your own game session which becomes irrelevant to server and to which people won't connect.
- Wed Jul 22, 2015 6:36 pm
- Forum: Won't implement
- Topic: Console mode for the console, duh.
- Replies: 1
- Views: 2822
Console mode for the console, duh.
When you're fiddling with console experimenting with stuff, forgetting to add /c in front of code may get quite irritating. It also slows the process down somewhat when you're testing code which is already written down in your lua files. It would be nice to be able to switch it from the chat mode to...
- Wed Jul 22, 2015 6:27 pm
- Forum: Maps and Scenarios
- Topic: TheCity - Fct story-based Scenario
- Replies: 19
- Views: 25504
Re: TheCity - Fct story-based Scenario
Map updated to 0.12.0
Unzip to factorio/scenarios folder.
edit: file deleted due to bugs.
Unzip to factorio/scenarios folder.
edit: file deleted due to bugs.
- Wed Jul 22, 2015 3:34 pm
- Forum: Not a bug
- Topic: [0.12.0] Errors on updated custom map.
- Replies: 1
- Views: 2074
[0.12.0] Errors on updated custom map.
The following map causes several error messages to appear on load. Messages are about wrong names (i.e. isdemo instead of is_demo). The map was generated in previous version (in this thread). Then it was edited by me in current redactor and saved as copy. Original version (map itself) loads well, ed...
- Wed Jul 22, 2015 3:08 pm
- Forum: Duplicates
- Topic: [0.12.0] Crash on repeated use of alias for game.player.print
- Replies: 1
- Views: 2938
[0.12.0] Crash on repeated use of alias for game.player.print
Ubuntu 14.04 No mods. The following commands were put in console: /c dis=game.player.print /c dis('1') /c dis('2') /c dis('3') The last command crashed the game. Repeated usage of game.player.print doesn't result in crash. The following was inside log file: Factorio crashed. Generating symbolized st...
- Wed Jul 22, 2015 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [Ubuntu 14.04][Ox] Factorio gets it's own clipboard
- Replies: 2
- Views: 3621
[0.12.0] [Ubuntu 14.04][Ox] Factorio gets it's own clipboard
On Ubuntu 14.04 You can paste text from clipboard into the console as long as you don't try to copy text from fatorio to clipboard. After that you can only paste in console the text which you copy from inside factorio. And the clipboard receives that text from the game only for the first time and ne...
- Mon Apr 13, 2015 5:53 pm
- Forum: General discussion
- Topic: 24k Alien Artifacts and a creepy observation
- Replies: 22
- Views: 14932
Re: 24k Alien Artifacts and a creepy observation
I see an eyed blob floundering in liquid.
scaled image
- Sun Apr 12, 2015 2:23 pm
- Forum: General discussion
- Topic: real life track laying equipment
- Replies: 9
- Views: 4938
Re: real life track laying equipment
Seems to me that we could really use a separate "group" for these "technical marvels" type posts. I had hard time finding this one again. Some get posted only in the release / FFF threads and get lost eventually. (i.e. https://forums.factorio.com/forum/viewtopic.php?f=38&t=8...
- Tue Mar 31, 2015 4:28 pm
- Forum: General discussion
- Topic: Player position affects biter attacks
- Replies: 27
- Views: 15937
Re: Player position affects biter attacks
This is basically what happens. You can see it in action if you turn on the "Active Chunks": The vicinity around the player is always more active. If the active chunks contain biter nests, they will spawn biters, while biter nests not in active chunks will go mostly inert. Since the playe...
- Wed Feb 11, 2015 10:04 pm
- Forum: Modding help
- Topic: As in the old map display new recipes mod
- Replies: 1
- Views: 864
Re: As in the old map display new recipes mod
Добавляй русский перевод к своим постам. Непонятно же ничего. Тебе походу вот это нужно. To make this mod work correctly for existing saves there needs to be added the migration to it. This is the migration we will have in 0.9.5 to fix the lubricant problem: game.player.force.resettechnologies() -- ...
- Tue Feb 03, 2015 1:19 pm
- Forum: Modding help
- Topic: correct modes for the current version
- Replies: 4
- Views: 1397
Re: correct modes for the current version
I don't know. Tried saving\loading, saving\restarting\loading with replicators everything works. The only script in the mod is the one that gives you items from the start. There's literally nothing that could break down. You may put the save on the internet. Maybe do so in the mod thread. Telebelts ...
- Tue Feb 03, 2015 11:51 am
- Forum: Modding help
- Topic: correct modes for the current version
- Replies: 4
- Views: 1397
Re: correct modes for the current version
For me replicators launched fine without update.
Harvesters I did update. You may check it's thread now.
Telelogistics are hard, use Telebelts instead.
Harvesters I did update. You may check it's thread now.
Telelogistics are hard, use Telebelts instead.
- Tue Feb 03, 2015 11:48 am
- Forum: Mods
- Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
- Replies: 71
- Views: 40748
Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Made it launch on 0.11.14. Just a bunch of renamings of "Harvester" to "harvester" and ".WAV" to ".wav". I'm sure it won't work make old saves with harvesters work but it appears that it's quite while since the mod was last working. If someone does need that, ...
- Sun Feb 01, 2015 11:05 pm
- Forum: Not a bug
- Topic: [0.11.13]Inserters aren't waked by car pushed around
- Replies: 1
- Views: 1298
[0.11.13]Inserters aren't waked by car pushed around
Well, this one is kinda exotic. When inserter cannot place item on the floor because there's rail, it goes to sleep. If you drive car to the output position, the inserter won't wake up and put items into it. (I've actually encountered it when I made conveyor belt that collides with items and put car...
- Sun Feb 01, 2015 10:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13]Teleported item stacks are ignored by belts
- Replies: 1
- Views: 692
[0.11.13]Teleported item stacks are ignored by belts
Exactly what it says on the can. If you use .teleport() command on item stack so that it ends up on a belt it won't get moved around by the belt.
- Thu Jan 29, 2015 9:27 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
- Replies: 85
- Views: 85834
Re: [MOD 0.11.x] Peace Mod
Ah, I see Alberts devpost is still having consequences.
- Thu Jan 29, 2015 9:19 pm
- Forum: Mods
- Topic: [0.11.13]Teleporter Belts 0.0.2
- Replies: 23
- Views: 29807
Re: [MOD 0.10.12]Teleporter Belts 0.0.2
This seemed dead when I last checked and author was absent from the forums for a while so I kinda updated it on my own (and slightly nerfed it, probably still better than robots). Though now he's here somewhere so if his own version gets released, ignore this. :) edit: still works in 0.11.14 though ...
- Thu Jan 29, 2015 8:58 pm
- Forum: Not a bug
- Topic: game.getlocalised_something_ wrong return type
- Replies: 9
- Views: 5860
Re: game.getlocalised_something_ wrong return type
Right, I guess there's no reason to do anything fancy with those strings anyway.
I've been updating abandoned mod where guy was concatenating that string to make playermessages instead of using script localisations. Which I can't quite put together in my mind how to use as well.
I've been updating abandoned mod where guy was concatenating that string to make playermessages instead of using script localisations. Which I can't quite put together in my mind how to use as well.
- Thu Jan 29, 2015 7:18 pm
- Forum: This Forum
- Topic: [Forum] A small "no pics, no clicks" rule to the mod section
- Replies: 6
- Views: 11367
Re: [Forum] A small "no pics, no clicks" rule to the mod sec
Yeah, you know, there's these things that humans have invented something like a couple thousands years ago, called letters. These days those are used to conduct information more often than pictures. They tend to be plentiful on the mod-thread OPs and usually do the job well. Besides, graphic is rath...