Search found 215 matches
- Mon Feb 05, 2018 4:17 pm
- Forum: Technical Help
- Topic: [0.16] Strange problem with loading older save (modded)
- Replies: 8
- Views: 2557
Re: [0.16] Strange problem with loading older save (modded)
Yes, not exactly but very similar. viewtopic.php?f=92&t=1612&start=260#p340954
- Mon Feb 05, 2018 1:34 pm
- Forum: Technical Help
- Topic: [0.16] Strange problem with loading older save (modded)
- Replies: 8
- Views: 2557
Re: [0.16] Strange problem with loading older save (modded)
I have it in the latest version.
- Mon Feb 05, 2018 1:30 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 209450
Re: [MOD 0.12.x] Autofill
Hi, I can't install this mod, the error says that in on_init your sets.lua attempts to index global.forces which is initialized only later in Force.Init() but moving Force.Init up calls "additional_data" method which needs sets.
It's not a migration.
It's not a migration.
- Mon Feb 05, 2018 12:41 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 642
- Views: 269029
Re: [MOD 0.13.17+] Rampant - 0.16.17
Good idea, I have added some settings to control the start and end tier from the settings menu. Please ensure that their entities will still have old tier names otherwise they will be just removed from game when you load. I wouldn't want half of spawners to be removed after tweaking that setting. S...
- Mon Feb 05, 2018 1:48 am
- Forum: Gameplay Help
- Topic: Processing uranium before train
- Replies: 7
- Views: 3719
Processing uranium before train
Is it a good though to process uranium directly at mine? Considering the "compression" rate it should be.
- Mon Feb 05, 2018 1:09 am
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 70813
Re: Friday Facts #228 - High resolution turrets
Please leave OpenGL option available for Windows, I really wouldn't like to go again through SweetFx correction setup and I can't play without it already. https://www.dropbox.com/s/j7qluc1pur2tth5/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202018-02-05%2003.07.51.png?dl=1 https://www.dropbox.c...
- Sun Feb 04, 2018 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.22] Ctrl+Arrows doesn't move cursor between words in text field
- Replies: 7
- Views: 3666
Re: Ctrl+Arrows doesn't move cursor between words in text field
Any mod with multiline text area like sticky notes in https://mods.factorio.com/mod/PickerTweaks
- Sun Feb 04, 2018 9:01 pm
- Forum: Not a bug
- Topic: Can't rotate non-square chests
- Replies: 3
- Views: 813
Re: Can't rotate non-square chests
Usually player would expect any entity to be rotatable at least in blueprint - before it's placed.
- Sun Feb 04, 2018 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] Nuclear reactor has no indication of item type expected
- Replies: 1
- Views: 833
[Twinsen] Nuclear reactor has no indication of item type expected
Building my first nuclear reactor I realized that there is no indication of what I should put inside it. It just says "fuel" when hovering over the input cell. Same for all smelters though they are explained in scenarios at least. I think that missing specs that make player googling is a b...
- Sun Feb 04, 2018 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.22] Ctrl+Arrows doesn't move cursor between words in text field
- Replies: 7
- Views: 3666
[wheybags] [0.16.22] Ctrl+Arrows doesn't move cursor between words in text field
I got used in Windows that I can jump between words using ctrl+left/right keys.
- Sun Feb 04, 2018 1:58 pm
- Forum: Mods
- Topic: [MOD 0.17] Auto Time
- Replies: 10
- Views: 4110
[MOD 0.17] Auto Time
Title: Vlads Auto Time Short Desc: Game speed buttons. Automatically slowsdown game time when you do nothing so you can plan, adds fast-slow speed shortcut. For single player only. Factorio Version: 0.17 Mod State: Beta Dependencies: - Author: Vlad Downloads: https://mods.factorio.com/mod/vlads_Auto...
- Sun Feb 04, 2018 1:50 pm
- Forum: Mods
- Topic: [MOD 0.16] vlads toolbelt 2 shortcut keys
- Replies: 2
- Views: 1353
Re: [MOD 0.16] vlads toolbelt 2 shortcut keys
These are like 1 2 3 4 5 but for your current second toolbelt. No research required. It doesn't enable/disable the whole toolbelt itself.
- Sun Feb 04, 2018 10:59 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 642
- Views: 269029
Re: [MOD 0.13.17+] Rampant - 0.16.16
Hi, I enabled new enemies and they are much stronger (attack & hp) than vanilla. They blowup my turret wall easily (at evolution 80%). I like the idea of having different types of enemies with different abilities but I don't want them to be so much stronger than vanilla. Can you add please some ...
- Sun Feb 04, 2018 10:05 am
- Forum: Not a bug
- Topic: Can't rotate non-square chests
- Replies: 3
- Views: 813
Can't rotate non-square chests
Either blueprinted or placed I can't rotate them.
Please see the mod attached.
Please see the mod attached.
- Sun Feb 04, 2018 9:50 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 96
- Views: 61622
Re: [MOD 0.13] Time Tools (& Clock Combinator)
binbinhfr , please check PM
- Sun Feb 04, 2018 1:53 am
- Forum: Mods
- Topic: [MOD 0.16] vlads toolbelt 2 shortcut keys
- Replies: 2
- Views: 1353
[MOD 0.16] vlads toolbelt 2 shortcut keys
Title: vlads toolbelt 2 shortcut keys
Short Desc: Allows to setup shortcuts for second toolbelt
Factorio Version: 0.16
Mod State: Beta
Dependencies: -
Author: Vlad
Downloads: https://mods.factorio.com/mod/vlads_quickbar2_keys
Short Desc: Allows to setup shortcuts for second toolbelt
Factorio Version: 0.16
Mod State: Beta
Dependencies: -
Author: Vlad
Downloads: https://mods.factorio.com/mod/vlads_quickbar2_keys
- Sun Feb 04, 2018 1:40 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113493
Re: [MOD 0.14] Alien Biomes
So disabling-enabling alien biomes worked though I had to regenerate the terrain. I released a separate mod to adjust water generation in 0.16: https://mods.factorio.com/mod/vlads-solid-water-like-015 Here is the final version to copy also decoratives except cliffs, though it might run pretty long, ...
- Sun Feb 04, 2018 1:34 am
- Forum: Mods
- Topic: [MOD 0.16] vlads water like in 0.15
- Replies: 3
- Views: 2083
[MOD 0.16] vlads water like in 0.15
Title: vlads water like in 0.15
Short Desc: Changes water generation to be more like in 0.15
Factorio Version: 0.16
Mod State: Beta
Dependencies: -
Author: Vlad
Downloads: https://mods.factorio.com/mod/vlads-sol ... r-like-015
Screenshots: https://mods.factorio.com/mod/vlads-sol ... r-like-015
Short Desc: Changes water generation to be more like in 0.15
Factorio Version: 0.16
Mod State: Beta
Dependencies: -
Author: Vlad
Downloads: https://mods.factorio.com/mod/vlads-sol ... r-like-015
Screenshots: https://mods.factorio.com/mod/vlads-sol ... r-like-015
- Sat Feb 03, 2018 2:00 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113493
Re: [MOD 0.14] Alien Biomes
So I tweaked regeneration to not break my buildings with water, feel free to use it in the mod if you decide so. local function rebuild_nauvis() local nauvis_name = "nauvis" local nauvis_copy_name = "nauvis-copy" local chunksize = 32 if not game.surfaces[nauvis_copy_name] then ga...
- Fri Feb 02, 2018 7:22 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113493
Re: [MOD 0.14] Alien Biomes
I'll check that.
As I understand there is no way to preserve existing terrain but make it smoothly connect with new areas? So I have to regenerate anyway.
Is there a way to regenerate with more water on existing map? Before update I had much bigger water areas.
As I understand there is no way to preserve existing terrain but make it smoothly connect with new areas? So I have to regenerate anyway.
Is there a way to regenerate with more water on existing map? Before update I had much bigger water areas.